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ill just get this out of the way first and foremost:
inb4 flop b/c people don't join
Basically it'll be a universe group with 5 factions. 3 Major 2 Minor.
It'll be similar to planetside 2 in the sense that victories at certain bases will result in taking control of the base until it is lost. Bases will be basically planets
instead of just certain parts of one major planet.
factions will be like this:
Two militaristic 'Empires' (Major), One rebellion (major), One Freelance/Mercenary group (minor), one Diplomatic/Trading/Money producing group (minor) (they wont really play a part in raids, but more or less determine their power through their alliances and current "wealth" in the universe)
here's how this works out:
(These don't have any names yet btw)
Two militaristic empires:
One isn't so much of an empire, as it is a collection of allies that span a lot of territory. They classify themselves as an empire however, as they answer to an Emperor, but have representatives for each part of their Empire. (Faction 1)
The second is more of a.. "evil" empire, where they try and conquer as much land as possible, and are more authoritarian. (Faction 2)
Rebellion:
Is a collection of settlers from planets previously owned, or not governed well, by Faction 2. (Faction 3)
Merc and Diplomatic are self explanatory, Mercs can be "hired" out for in-game currency, Diplomatic can be allied to help create currency. (Faction 4 and 5 in the order they were mentioned)
How relationships work:
3 major are at war
only faction 4 can be on-off war depending on who has hired them (Diplomatic can hire them to protect their members)
Faction 2 attacked Faction 1, trying to conquer more territory, provoking conflict.
Faction 1 and 3 are at war, because while 3 were trying to travel to 1, a misunderstanding happened and 1 opened fire, considering 3 were still all "citizens" of Faction 2's empire.
Faction 3 and 2 are at war, because they're rebelling, obviously.
In-game currency will be used to determine weapon quality, strength, amount, and such.
In-game currency can be bought.
There will be administrators to oversee raids/deals/etc.
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that's a lot of moving parts and potential development costs |
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thx ppl who opened this for r8ing it means a lot 2 someone who creates
looking for constructive criticism, literally anything will work, even a "lol go away" or
"ur irrelevant"
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oh wait someone replied nvm
anyways to answer what you said, it wouldn't be an open world map, it would be individual places.
Each faction would have it's "home" base, which could be used for recruitments, trainings, rallies, etc, and could be used to raid, but the system would have to be worked out to where it wouldn't be lost.
The bases that could be taken over determine the faction's income, including if they're allied with the Diplomatic/Trade faction, which are basically set bases that could be delegated at launch, one to each faction, with the exception of the Mercenary and Diplomatic.
These one's would just be bases unique to the planet they represent, and raids would just be like normal group raids, except at higher stakes, of loosing the base, or gaining control.
Holding a base will generate income, and there will be one additional base that will have to be fought over. That additional base will be the deciding factor on which faction has more income.
Income can then be translated into a sort of "pay" for the soldiers, as well as better defenses for bases, unlocking vehicles such as a transport ship at your base, and etc.
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And to answer to the thing about development costs, that will be taken care of by me and some friends.
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And InfinityDesign mentioned on discord about how creating your own factions would be better,
My opinion on creating your own factions is that, if you create your own, it would cause too much "chaos",
for starters it WOULD cause more diversity in who you see, but keep in mind, there can only be so many bases.
I doubt the development team, once assembled, would like to work on a base that is fair (default no in-game currency put into upgrading it) for each and every self-created faction, as well as working them into lore.
You might say "what's the problem with that, just have them make their own bases"
Well for starters, that gives people the opportunity to cheat or mess up our system of bases, as well as possibly breaking a design feel we would like to keep.
And also, forgot to mention, there will probably be a "hub" world, where all factions can meet. It wont be owned by any faction, and no conflict will go on here, but the major power of this base would be the Diplomatic Faction.
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well if you can find 10 builders and 10 scripters and like 500K than I'm down |
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Two more problems I forgot to mention:
One would be inflation of currency, as each faction would have their own currency to match their faction, with the exception of Rebellion using the same currency as Diplomatic, and mercenaries taking all currencies.
Adding in new factions could add in new currencies, as well as new sources of income, considering I want it to have it so that every faction has a base income, so no one is without money, just a lower source without any additional bases.
And then you have the problem of people. It would be a lot easier to house people into 5 concentrated groups then over let's say, 20 different groups.
This gives people more to work with.
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I'll create a summary of my idea:
There will be 5 factions
One income based, One merc, One Coalition-Empire, One Authoritarian Empire, One Rebellion
They all have a home world with exception of first two.
There will be an in-game currency that will be used to purchase weapons/vehicles/defense/etc to upgrade their armies and bases they hold.
Currency can be earned by default with a base income, additional income requires capturing bases.
There will be four bases, three home worlds, and one hub world.
three out of the four bases will be assigned at launch. One will be left open for whoever takes control first (must achieve a control over it for a set period of time to capture from neutral)
Diplomatic faction holds majority power over Hub world.
No self-creating factions, affiliates that are under factions (such as sub divisions) can be decided by the faction leaders (they will be decided later on how they will be chosen.)
Raids determine who owns a base, except when a base starts neutral, then it will be a system of who can hold it the longest in an all-out war.
The only alliances can be made with Diplomatic and vice versa. Mercenaries are hired. If alliances were allowed between the 3 major factions, it would tone down what we want to achieve.
Recruitments and influx of members to factions are dealt by the officers/leaders of factions.
Only member influx to main group is determined by admins and staff.
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xIzetsuIxJoin Date: 2014-08-31 Post Count: 552 |
You write to much.....
Fear Zetsu's Wrath 10,070 |
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I need something to keep me awake. Sleeping problems.
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Overall idea sounds amazing, creativity is unique, and layout is descent. But, development seems very expensive and very long (long as in time till completion).
Other than that, love it. I'd be glad to help out with groups. |
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Development shouldn't be a problem if I show some of my development buddies a postive reaction from the community.
Over my many years (more then just the 3 shown by my join date) on this game, I've made many friends, even if they've forgotten about me, that would be able to help develop.
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Would be cool you just gotta get the members first, and funds which you seem able |
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Members shouldn't be the first priority. Without any of the sustenance that this has to offer, there would be nothing to attract the numbers and KEEP them there in the first place!
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At least, first priority when setting it up. I phrased that wrong.
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NervialJoin Date: 2013-04-16 Post Count: 444 |
The real problem is getting members, and GRP won't be useful
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I would probably recruit from a pool of professional ppl I work with to help me start it, then advertise or sponsor or something like that to get a good influx of members.
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On mobile from that last message on so if anything shows up I'll see it later. |
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