Player Associations Archive
Thread: Factional PAs Brainstorm
omg.. TH trolled! lol.. yes TH i am sure eventually there will a general PA (including Nuetrals) discussion .. but this one is about FACTIONAL =0)
I think factional PA's should get faction points able to be spent (as a PA, leader spends the points) on factional PA hardware.. such as NPC guards and terminals, decorations, and so on.
OR
A portion of faction points erned by the people in the PA go into a PA point fund to be used in the manner above.
Jascentia wrote:
While we wait for word on the "when" of future PA developments (I ask the question often enough not to be forgotten, but not so often that my words are avoided) let's get our ducks in a row on the topic of factional PAs. When our time comes, boy will we be ready. *grins*
The first step will be brainstorming! Here are some questions to consider:
1. How does a PA become aligned to a faction? What is required? Can a PA ever lose its factional status?
I would simply say teh PA leader can set the PA to a factional status if all members are in that faction. I see no reason for a PA to ever lose its Factional Status
2. What sort of perks would be available to factional PAs, at what cost?
MIssion terminal is in the PA, Faction Banners on the PA hall (Much like the generic hall has those big blue banners, simply make them faction Banners)
Ability to allow entry into the PA set by Faction (Ban: Imperials entry list REBELS)
Ability of a declared PA to set its members as crafters or combat. When you declare a guild war only members tagged as Combat end up part of the guild war (prevents the PA wars from being a gank the crafter type hunt, which is why PA wars are unpopular). People cannot be set to crafter or combat status except 1 time every 7 days.
3. What would you NOT want to see in a factional PA system?
We cannot allow the perks of a factionalized PA Devalue the things already in game.
One of the largest suggested PA perks I see being suggested is Faction recruiters. The Faction recruiter is one of if not the only reason left in game to keep a player placed factional base. I cannot stress enough that the ONLY place and means to get a Factional recruiter should be in a player placed base. Thats the whole reason that makes the bases worth while. If you allow a factional City or Factional PA to place recruiters the reasons needed to have a base is reduced to nothing.
*** Please consider the current development systems in game when writing your responses. For example, it may be easier to give PAs some flavor of faction perks that are already in game and buy them from existing faction recruiters than creating entirely new perks and special PA recruiters. Asking for additions or tweaks vs. asking for whole new developmentcan mean the difference between getting something and getting nothing. Completely new development is absolutely needed in some areas, but we should be selective about where we ask for it. ***
Jascentia wrote:
While we wait for word on the "when" of future PA developments (I ask the question often enough not to be forgotten, but not so often that my words are avoided) let's get our ducks in a row on the topic of factional PAs. When our time comes, boy will we be ready. *grins*
The first step will be brainstorming! Here are some questions to consider:
1. How does a PA become aligned to a faction? What is required? Can a PA ever lose its factional status?
I would simply say teh PA leader can set the PA to a factional status if all members are in that faction. I see no reason for a PA to ever lose its Factional Status
2. What sort of perks would be available to factional PAs, at what cost?
MIssion terminal is in the PA, Faction Banners on the PA hall (Much like the generic hall has those big blue banners, simply make them faction Banners)
Ability to allow entry into the PA set by Faction (Ban: Imperials entry list REBELS)
Ability of a declared PA to set its members as crafters or combat. When you declare a guild war only members tagged as Combat end up part of the guild war (prevents the PA wars from being a gank the crafter type hunt, which is why PA wars are unpopular). People cannot be set to crafter or combat status except 1 time every 7 days.
3. What would you NOT want to see in a factional PA system?
We cannot allow the perks of a factionalized PA Devalue the things already in game.
One of the largest suggested PA perks I see being suggested is Faction recruiters. The Faction recruiter is one of if not the only reason left in game to keep a player placed factional base. I cannot stress enough that the ONLY place and means to get a Factional recruiter should be in a player placed base. Thats the whole reason that makes the bases worth while. If you allow a factional City or Factional PA to place recruiters the reasons needed to have a base is reduced to nothing.
*** Please consider the current development systems in game when writing your responses. For example, it may be easier to give PAs some flavor of faction perks that are already in game and buy them from existing faction recruiters than creating entirely new perks and special PA recruiters. Asking for additions or tweaks vs. asking for whole new developmentcan mean the difference between getting something and getting nothing. Completely new development is absolutely needed in some areas, but we should be selective about where we ask for it. ***
Thunderheart wrote:
This is a fantastic brainstorm Jasentia. With the GCW revamp coming up (soon-ish), this would be a very good thing to present to the devs along with other PA issues.
Lets focus on things that would enrich the game for everyone. By that I mean, not only Rebel and Imperial, but all the neutral PA's and the role they will play as well.
Lots and lots of players are part of PA's and this is a great focus for the GCW and the rolePAs play in the galaxy.
Message Edited by volcomspawn on 03-04-2004 03:02 AM
2. What sort of perks would be available to factional PAs, at what cost?
Placing one (1) factional base without costing lots to the person placing the base. Base should still cost FP.
I'd like it if MORE factions were fleshed out, espc for PAs.
ie- You could declare your PA to be a Jabba PA...or a Borvo one. Things like this would be VERY cool. Not everyone cares about the GCW yanno- We all know who's gonna win, so why worry either way? Me, I'm more interested in what the other dudes are doin all this time, the stories that can change as the game goes on ![]()
As for PAs declaring a faction..a simple solution. At least 10 officers (including founder) must complete the appropriate themepark. For Leia to take your word all your buddies are loyal rebels, she'd better be impressed with you, yanno? And same for the Emperor.
As for new followers for Rebels to even it up, How about Droidekas? After all..the only working ones I seen ingame, belong to Nym, who is a rebel sympathizer.
1. How does a PA become aligned to a faction? What is required? Can a PA ever lose its factional status?
PA leaders should be able to declare their PA's to a faction provided that all members in the PA are of the same faction. This system should allow for a limited amount of nuetrals to be in the PA since some secondary-character crafters are nuetrals but still members of our PAs.
2. What sort of perks would be available to factional PAs, at what cost?
*Faction recruiter placed in PA (must be upkept like a vendor, maybe 50k per month)
*Faction point treasury
*Faction flags/objects (free of charge, but can ONLY be place in PA hall. Other flags can be purchased with FP to be placed in any building)
*Factional patrols (cost credits and FP to maintain. It costs 'x' numbers of credits per month to 'maintain' the patrols, and it costs a certain number of FP per soldier. Buy a new soldier would just be like buying a faction pet, except you can 'donate' the soldier to the patrol)
*Factional armor and uniforms should be free to factional PAs. So maybe an Imperial PA will actually wear ST armor and Imperial uniforms in combat instead of 80% Composite
*Guild leaders should be able to give members access to a galaxy wide faction chat channel, with the guild leader controling who can access this, the risk of spying is less
*Guild leaders should be able to assign to other members the full privlidges that they have (for example, we have a great leader in our PA, but he never plays his primary character, it'd be nice if I was able to work on the permissions)
*There should be a galaxy-wide message board that guild leadership can post in (every same factionedPA member can read) so events could be coordinated
3. What would you NOT want to see in a factional PA system?
*Forcing playersovert
I do like the idea of a faction treasury, but I have a different take on it.
I would recommend a treasury for factionalcombat by your members. Say for every opposing faction player/NPC/Object killedby one of your members your guild would getsay 10%. And have a set level, like 1000, to become aligned. Then your PA would have to work together to become aligned. Themore points youacquire, have different levels and benefits (ie. more factional NPC's, the ability to purchase higher level perks, turrets, etc) In contrast if you drop below 1000 you lose your status and all your recruiters and faction perks are removed.
Alot like a glorified player factional system.
What ya think?
I think that the factional alignment should be an organic process. The alignment of the members determines the alignment of the PA. This will determine the faction that the PA can belong to. You could then have a voting terminal for allow the members to "commit" to that faction, or stay at the factional alignment they are now. However, you should only be able to be one "step" from your playerbase faction (e.g. An PA that was previously declared Imp aligned, but whose members have now drifted to Rebel, cannot keep its Imp alignment. At best it could be neutral in this case.)
2. What sort of perks would be available to factional PAs, at what cost?
LOTS of window dressing. With that many players aligned together, the PA could be considered a major player in their faction. Banners, uniforms, NPC guards, pictures of the Emperor, Luke etc on the wall. Make factional PA halls attackable by PA's of opposing faction? (Dunno about that one). Force all players in the PA to overt (your PA declared you overt by declaring itself)? Perhaps allow insta-shuttle travel (same planet only) to other PA's that are aligned to same faction? Allow PA members to get NPC faction guards at reduced cost? The PA hall becomes fortified?
3. What would you NOT want to see in a factional PA system?
Something that does nothing. I don't want to see a PA just declaring a faction, but it meaning nothing. Declaring a facion should give either a significant visible reward and/or impact GCW gameplay in some way. But there should be a negative to balance this (e.g. your PA hall can now be attacked, you are now overt, etc)