So, I think it's time to conclude the factions discussion. These are not final decisions, but those ideas so far seem best for me and could be implemented in the near future. If they seem doubtful, we may continue discussing.
1. Faction integration
We won't include AW, RM and others into the game. And we don't destroy existing clans and force players to join NPC factions.
Solution is simple: each server faction (RM, AW, SF, ...) will be tied to NPC faction (Navy, pirates, ... ) of appropriate roleplaying origin. To be a part of server faction, player must have friendly reputation with the appropriate NPC faction, or preferably gain 90-100% positive attitude, thus getting an NPC faction tag. Normal name tags of your characters will remain the same.
It's up to faction leader to decide what faction to tie with, but it's important to remember about roleplaying and controlled territory. For Rheinland Military, most suitable choice will be Rheinland Navy, for SF - Bretonia Navy, pirate factions should decide themselves. For AW it could be Outcasts or Zoners, for TG - IMG for example, and so on. Player groups who do not wish to tie themselves with any NPC faction, or tie with factions that have no bases (Kress' men, Nomads, LSF and alike) will not be allowed to own systems.
So, basically, to become part of RM you must be friendly to Rheinland Navy and have its tag. Later, if you lose the tag for some reason, you are not expelled from faction unless you become hostile to Navy and friendly with pirates. Players will not be allowed to stay part of pirate factions not being friendly with pirates and hostile to lawfuls, and vice versa - lawful faction members cannot befriend NPC pirates. This will be controlled by other players, who will see what tag and reputation each player has. For traders it's not so strict of course, and for beginning players too, but for everyone else - admins will either edit out your rep manually or change your names, removing the faction tag from it.
Inactive factions have 2 weeks to regain lost members. If faction has less than 3 active members for 2 weeks, it disappears. Already happened to IG.
2. System takeover
This is a point that yet has to be discussed. Unfortunately, some individuals here want to own half Sirius (or more, if possible), which is unacceptable as we have a roleplaying server. So allowing to take systems over for free should not be allowed. Either it has to be equal battles, or buying for a really large sum of money. 200 million per system, for example.
Also, there will be maintainance cost for each system from 5th and further, that will be substracted each 2 weeks from faction leader character. Cost sums and what systems must be paying should be further discussed.
I fully agree with everything said here.
I like the idea of tie your rep to a NPC faction. It will avoid integration or bringing the PC factions to the game.
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit )
Its not my fault your not strong enough to stop us. Though RM might fight us over a few Omegas. Especially becuase the Omegas are connected to 2-3 of there systems as well as Sigma-13.
Dab,Jan 15 2006, 09:50 PM Wrote:I would limit it to 9 or 10.
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First and foremost..
I really *HATE* the system conquest idea. Freelancer really wasn't designed for that, Dab.
If you want to be that way, you can just as easily find this kind of thing on a TNG server. But not this. Not as long as I host the official one.
Now if we're gonna "control" systems.. AW can have the Omicrons. But no more. If you end up controlling the Omicrons, Tau's, Sigmas, and Omegas you literally control the ENTIRE place.
Over my dead body, bud. Not as long as I host the server ok? And I'm pretty sure Igiss is against that as well.
Limiting it to 5 is reasonable. Why?
prevents monopolistic individuals like some we have on the server from getting overly greedy.
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