Faction wars

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:

  • implementing the suggestion is impractical, or too much work for the gain
  • the suggestion is thematically against our design philosophy
  • the suggestion is too detailed/low-level
    Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to fix everything.

Moderators: Active Admins, Forum Moderators, Active DMs, Contributors, Area Developers, Artist/Animator, Suggestion Moderators

Locked
dirza
Posts: 707
Joined: Mon Jun 22, 2015 10:28 pm

Faction wars

Post by dirza »

In past i witnessed or took part in several faction conflicts. Most of time it left strange taste in mounth after, the conflict often faded out, or turned into style one side got epics on (outnumbering) so the members of other side left or played alts rather until their own friends came up.

People often tried to kill others to put 24hrs on them, to weaken other side numbers. And if/when big battle occured, it ended in slide show with server being flooded by lags.

So i would like to suggest some clear mechanic for faction wars. It could be either in manual form or mechanical one.

In manual form a dm would be put as overseer running this event (yes turning faction conflict into an event). Dm would set up number of clashes, both side leaders would have to find agreement on time to fight each. Both leaders would then make a pool of participiing characters. When skirmish / battle occurs, there would be set a number per side. Like five people per side, with possible +1 slot if outnumbering by certain number.

Example: one side has in pool 12 characters, the other only 6. Each side runs with 5 fighters, with one getting +1 for outnumbering (up to maximum +2). Other bonuses could be counted in but there would be cap for characters per side of battle to reduce lags.
Optional: when player joins with one character, he must play it until end of conflict.

Those who fell in battle (were killed, counted even if raised/ressurected during or after)), are considered casualties (dead or injured does not matter). They cannot fight in next battle.

This would balance that one side has more characters who cannot join first battle. This side could endure more casualties and wear opponent down by numbers.

Now, outcome of fights-. There would be pre set goals, and each faction leader would pick one for the fight. Dm could change it or allow a specific kind of goal.
List could be:
raid the base
capture the hostile leader
free a prisoner
control certain area (like a crossroad, victory would place there npcs)
raid the city

The first battle would be always skirmish, an opening move. Raid for base or city would have to be the last one, a final one. It would not be conquered, but all resources sucked from it (would have to be a way to prevent people from withdrawing them from city on the start of conflict).


During the fights, faction leaders would ensure all non participating would leave server, to reduce lags. Factions wouldnt fight outside of battles, unless agreed to by both sides. No more ganging on lonely faction members.

This could be scripted into current faction mechanic, but it would mean a lot of work probably. Still i will list how could it work:
Faction A declares war on faction B.
Faction B has two options. To back down from conflict, by paying off (like 200 000 coins), and then is set timer preventing war for irl month or two. Or accept it.
Faction A cannot back down, if you go for war you carry the risk (only leader of faction B could cancel it, so it means A would h ave to negotiate).

When war opens, faction and all allies are set into war. Allies could back down under huge coin penalty (forcing people to take it seriously).
Faction leader would open "war section" of mechanic (like you now access faction menu). He would then add characters to the war pool. From pre set goals he would pick one for the incoming battle, mechanic would open for him slots which he would fill with fighters.

When battle starts, it is activated within menu and all killed on each sides are counted against the cassualty pool (you die, your name goes to the pool). Who died, cannot be put into slots for next fight.
When pre set battles have been foughts and results happened, the war is over. The winner is the one loosing the fewer battles, or the one with lowest casualties. This is simple question of set up.

The war is over and both sides cannot fight each other for another month or two.

Optional: add menu of diplomacy to factions. You could add allies, which would bring them right into war (the only way to get involved) but also penalty to you if someone declares war on your ally and you want to back off it (lets call it price of not holding the treaty).

Settlement on settlement could be fought in same manner. Simple create faction called Cordor X (option for councilors), add citizens or mercenaries into it and further proceed as usuall.

If dm would oversee the faction wars, either manual or mechanical vesion, dm could refuse if case for war was weak one (like some brief insult on street).
Locked