Player Associations Archive

Thread: Factional PAs Brainstorm

Palad
Thu Mar 04, 2004 8:41 pm
#40

Faction guild halls should be defensive also. with gun turrets on the top walls and large city wide faction scanners that blanket the entire city. Such as a large dish on top or antanne. Turrets and scanner should be destroyable, the hall itself should not. turrets and scanner should automaticly regenerate in 24 hours after there destruction, or faster if paid for. The ability to build tunnels below your city leading to a faction base would be awsome also. These citys with factional guild halls should be very very hard to attack, since they are in a sense permanent factional strongholds with long lasting interests in the area. Troop patrols should go on threwout the city, and movements between the guild hall and the Factional bases via the tunnels doable also. factional armor and weapons should be free, since they are junk and any military atleast gives out standard issue stuff. Also I hope they add vehicle riding NPC's such as scout troopers on speeder bikes or storm troopers on bol's or something like that. Scout troopers could patrol the areas outside of citys, looking for over faction enemys, they should make circles around the citys in a perfect circle increasing the danger of attacking a base/city. Faction guild halls shouldnt be destroyable, they should display the flags and look very good. Not just "here is a faction flag on the back wall".


What i wouldnt like to see?

Forced overt status to defenders, worthless benifits such as "more faction terminals" or "a recruiter inside of the building" we have recruiters allready with bases. Or something equally lame such as 1% increase to faction points gained. Make it matter, make faction halls and faction declared citys mean something other then a big red dot for people to come and farm faction points from. Make faction citys and PA's very intimidating, make people of the opposite faction fear to walk around in the citys like this.



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DarthTomm
Fri Mar 05, 2004 5:57 am
#41






Drkapprntice wrote:

this is just a thought to think about.


to acquire a faction PA hall it could be something that is purchased from a recruiter. then the PA hall could come witha recruiter, mission terminals, flags, maybe even a 2nd underground level, spawning factional forces, and a terminal to donate defences (ie turrets, covert scanners, minefields) this would then be in essence a factional base but in the form of a PA hall.






I like this idea the best when thinking about Factioned PA halls. I would like to see another option though. Once the Npcs spawn, or maybe just from a radial menu inside the PA Hall, there should be a way to set where the npcs spawn around town.


For example:


Say you got 20 npc rebel or imperial troops. You could split them up into groups and have go to coordinates of your choosing(should be in your city only of course). You could make 5 groups of 4 and put them at key spots, like the PA hall, Med center, Cloning Facility, Shuttleport. Or you could split them up into 20 1 man groups and spread them out over the entire city area if you like. This would make a City that is Factioned feel like it is defended by a force and give early warning for overt players in the city.


You could then have the call in times actually do something. If a group sees a suspicious person, they can call it in for reinforcements by sending an tell to the Militia PCs of that town that there is an overt and they require backup.







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BadMisterFrosty
Sat Mar 06, 2004 1:10 am
#42






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.






I would like to see guilds represent something rather than being just a tool to organize friends. You might say, roleplay is about imagination.Yes it is, but immersion and atmosphere only grows with lesser disturbing things and with tools to give the guild a face. For example, I believe faction guilds who feel like a military unit would raise immersion for all players when they arepart of the world. In our (roleplay) events players always like it to see a military unit in action, with uniforms andthe like. Its great to make an event and search for suspects in a cantina.


so what is the problem?


The uniforms we wear are made like every other cloting. They simply do not look really imperial. So much the worse, I have the feeling the red/black doc-dress became some sort of trend on our server. In addition with the basic houses and the basic guildhall and with the lack of placing something imperial (banners etc) the immersions melts away. That is why we engaged so hard to find the coordinates of the scavenger hunt to get something imperial into our town.


If you provide faction-guilds you could standarize them, give them stormtrooper uniforms for their members, some officers uniforms for the leader and allow them to use the imperial banner where they want to. And of couse display the imperial flag on the guildhall. But I guess it would be worse to rip away the identity and individuality of guilds by making them look like every other aligned guild. I would aprreciate to allow players to serve the guild as a special unit like the hell's hammer in the empire. They have an own style but they are by no doubt imperials. They are just not stormtroopers.


That is why a more global system must be implemented, which could be usedby all guilds. The probablyeasiest way to throw guilds into to the world is by giving them the ability to customize their look and feel.


  1. add a guildcrest/logo system. players want to identify with their guild and they want to be identified. All types of guilds would appreciate flags and banners they could craft anduse in their settlement(if they have). Even if the guild do not 'own' a place where all their members live, they would love to use the crest/logo on clothing or as decoration. Flags could be attached on the housesign-slot.


    ● Thecrest could be used for crafted items displayed in the examine screen as a sort of brand.
    ● Custom made symbols would turn cities more into key locations with a certain flair (a rotten flag with a skull on tatooine would make a difference to a sophisiticated blue flag with some nice stars on it.)●Faction-Guilds could (or must) use imperial or rebel insignias.
    ● The symbol on clothing identifies people as members of a military unit, syndicate, enterprise or anything they like.




  2. Add craftable shoulderpads with various grafical symbols usable for guilds only. Like one star, two stars, three stars (or bars or skulls or abstract). Those pads would display a certain rank of the member in his guild and would also make a guild more »real«. It would be cool if the symbols on the shoulderpads would be managed from the guildhall, so they change if the leader (or someone else) shifts ranks or symbols.


  3. Add faction-look clothing craftable and usable for guildmembers of the faction only. With this, they could bring their special unit, rebel splinter group, gueriallia force and other to live. Players would be part of a force like the famous hell's hammer. Its a matter of look in the first place. Let us look like imperials/rebels without to steal our identity.


  4. Add other types of guildhalls withother appearance which are real HQs for the guild. Beside military looking halls, there should be buildings which fitfor enterprises, syndicates, orders,

Rules for faction guilds



  1. All members must be declared to the faction in order to declare the guild to that faction

  2. If a member falls below the 200FPs, he will be warned and kicked out of the guild after a shorter period. Additionally the guildtag is disabled while under the 200.

  3. Overt/Covert rules apply like to all other faction-members for the same reason the system is live. The definitions change a little bit. Coverts are no military target rather than 'undercover'. Everybody still know if this is a 'faction guild' ( a guild with faction members of one side only) you are in, because theyknow the tags of their enemies and allies after a few raids. Yes, the character does not know but I guess in some instances things are more game mechanic to make fun than to pose purpose in roleplay.
    More extreme: faction aligned guilds are overt all the time. But we know that this would make it real difficult (there are crafters still and you dont wantplayer to create mule-guilds for several sections)

  4. Faction-Guilds could wear military uniforms made out of customizeable parts (see above) withimperial / rebelinsignias (see logo/crest ideas above).

  5. They can spend Faction-Pets to stand around. Yes. They do not guard or attack and they cannot attack while they are a decoration Much like a vendor and maybe limited to certain professions (squadleader?).The owner of the petcanstore it again and use it likea normal pet.

  6. It would be cool if they could use pets like AT-AT togehter but the problem always is... is courage for the rebellion really enough?



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4 PROPOSAL: MILITARY STRUCTURES TO SET UP STRONGHOLDS


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HemiKeeroc
Sat Mar 06, 2004 9:36 am
#43



Ooh, I've been saving these up!



Group dueling!


Deathblow counter for Guildwar! (With individual stats for each player, and the whole PA combined)


Deathblow counter for normal Factional PvP!


Or, instead of the DB counter mentioned, how about a function that certain people can turn on a BATTLE feature that will record who wins a certain battle.


I had a great fight in the Theed palacelast night in Guildwar, many people dying... but who's to say who won? Kinda be nice to figure that one out.



EDIT: Ooh ooh ooh!! Love the idea on the PA hall being a faction purchase... Think Imperial Outpost meets Corellian-style city hall... 5 floors of Imperial pain, with levels below and above ground.


NPCs on each floor, terminals with neat-o features like searching for overts planet-wide and on other planets andbeing able to buy tickets from/to any shuttleport/starport to save time on a raid.


Increase "crackdown" contraband searches on rebels 1km out.


Have defense bonuses and SL-type perks like infinite burstrun etc.


All this at a high-FP cost of course. And most importantly, I think these new PA halls should NOT go vulnerable, as they should be such a high FP cost that it wouldn't be fair if they were taken down right after server reset. Rebels should have COMPLIMENTARY perks, not the same, but equally cool!


Message Edited by HemiKeeroc on 03-06-2004 11:47 AM



________________________________________________________
TAO
icred
Sat Mar 06, 2004 3:44 pm
#44






volcomspawn wrote:



(please note some ofmy answers are similar or the same to others, took the words out of my mouth)


1. How does a PA become aligned to a faction? What is required? Can a PA ever lose its factional status?


A) A Guild(pa) could become aligned by registering at a recruiter, coordinator or new type of factioned npc. Or at the guild management terminal.

B) Requirements could be (if possible to detect) that all members are of that faction or neutral. Or cost faction points.

C) Yes, a Guild should be able to take away its factional status at a loss of any perks given by aligning your pa.


2. What sort of perks would be available to factional PAs, at what cost?


A) Some perks could be:


Faction flags on the outside of the PA hall


Recruiter inside the PA hall


Imperial mission terminals outside PA hall (yes player cities can provide that already)


Mine Fields attached to structure near entrance


Special (possibly customizable) faction/guild uniforms (possible schematics then craftable by a tailor/armorsmith for customization)


Special furniture and decorations


Ability for a pa to pool faction (like a fp treasury)


Not only for PA halls, but all structures owned by a player in a faction aligned PA, the ability to ban an entire faction from your home/busniess

3. What would you NOT want to see in a factional PA system?



Forced overt status from aligning your pa




(all i can think of/agree with for now, might edit later)






5 stars...This is perfect.....



I also like the thought of a guild faction bank for guild officers, not just guild owners. I think thats a little to tempting to theft if you ask me.





__________________________________________________________
IKRed Malcontent
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volcomspawn
Sun Mar 07, 2004 5:28 am
#45






CyberFett wrote:




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?


New Factional PA Halls should be available thru recruiter. Similar to bases but being purchased with credits, not Faction Points. The PA Hall can only be purchased and placed by a Colonel of the Faction. I do not know how or if the current game mechanics would be able to do this but, only a person who is a member of the faction can join the guild, his or her Rank would also be displayed with thier name on the guild roster. If for some reason you lost your faction affiliation you would be automatically removed from the guild. The only way a PA would lose its factional status is if there were no members of the faction left in the guild. If the Leader (person who placed the Factional Guild hall ever left, leadership would automatically be transfered to the next highest ranking officer, which must be atleast a Major. If there are several members with this rank, the Guild would have to vote for the new Commanding officer. I'd like to see it stay as voting =)


2. What sort of perks would be available to factional PAs, at what cost?


Similar Perks as the Detachment Headquarters Faction Bases.

- Faction recruiter
- Factional mission terminal
- Standard mission terminal
- Bank terminal(s)
- Insurance terminal(s)
- Acts as medical center (no auto-healing)
- Acts as cantina
- Registers on planetary map

- Allows declared & registered doctors, dancers, and musicians to receive elite profession faction perks

- Crafting Stations which would allow crafters of the guild to craft Factional items such as furniture, Armor, Uniforms, ect.......

- Also random spawning defenses, AT-ST's, Darktroopers, Stormtroopers, Officers. Could place a PA where those faction'd npc's arent intended to spawn

- Factional Management Terminal where Guild Members can donate Faction Points to the Guild with the Colonel transfer penalty (1:1/18) regardless of Rank. Can only be withdrawn by the PA Leader for Large Guild purchases.

- Factional Purchases by Guild members from their recuiter would give an additional discount (5-10%)

- Multi level like Detachment Headquarters. With Medical Facility, Cantina (officers club), Large Meeting Hall, Common area (with Recruiter, Bank, Mission Terminals, ect...).


3. What would you NOT want to see in a factional PA system?


Would not want to see members being forced to always be overt.


*** 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. ***












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Drkapprntice
Sun Mar 07, 2004 7:49 am
#46

if a faction guild hall is to be purchased through a recruiter then it should cost faction points and not credits.


everything that has to do with faction perks costs faction points, thats the system thats in place so it shouldnt be changed now.



----------------------------------------------------------
Xale

growing old is inevitable, growing up is optional
aachil
Sun Mar 07, 2004 6:25 pm
#47

Someone's sig broke this thread a bit.

1. How does a PA become aligned to a faction? Can a PA ever lose its factional status?

PA leader would set it, able to set/change faction once per week.
Assumes that a method of voting on the leader works.

What is required?
2000 FP donation to a recruiter by leader of a group of 3+ overt guild members.

2. What sort of perks would be available to factional PAs, at what cost?
I'd like to see a game mechanic as the main perk:
Ability for a guild group to be taken from any starport to a battleground
which has an opposition faction chalenging. I.e. nearly guaranteed group PvP.
Furthermore the outcome of battlefield contests should impact the world with, at least,
a display of which PAs win most per faction and a contribution to 'gcw status'.
Victory would get 'guild FP' as well as personal FP.

Also:
Reduced lot cost for PA members who place a faction base.
Faction schematics (banners, uniforms, gardens, armour, mines, vehicles)
Limited use schematics? Bought only with 'guild' FP earned in Battlefields?
Titles for sucess (to replace profesion title)
A 'guild FP' pool which members can contribute 100 per week (between them),
this pool used for buying special perks.

3. What would you NOT want to see in a factional PA system?
Faction only membership (i.e. mixed guilds should be able to join this)
Forced factional status or any kind of forced PvP.
Anything that influenced solo PvP or non 'guild vs guild' PvP.
Anything that encouraged guilds to split up to get multiple benefits (e.g. a
flat bonus of some kind like a plot free faction base).

Additionaly I'd like to see this augmented with another catagory with
similar perks but where a guild can declare 'neutral'. Such a guild
would be able to purchase many of the perks in return for credits rather than faction.
Neyland
Tue Mar 09, 2004 7:16 am
#48

Things I wouldn't want to see:

1. Ability for citizens to use a faction PA hall as a residence. It should be for PAs only with one factioned hall per PA.

2. While I agree they should act as a faction base with troops, and I agree that the hall shouldn't be vulnerable, the troops and turrests donated should be. But, they should be buffed up as not to become faction farms.

3. It should not be more than 6 lots!

4. No Forced Overt status.

5. I wouldnt want to see mixed PAs be able to participate.



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Leber
Tue Mar 09, 2004 9:21 am
#49


NOTE: I used other peoples answer to assist mine... #1 is original





Jascentia wrote:


1. How does a PA become aligned to a faction? What is required? Can a PA ever lose its factional status?


2. What sort of perks would be available to factional PAs, at what cost?


3. What would you NOT want to see in a factional PA system?





  1. I think the PA as a whole needs to have a set amount of faction points in the PA hall. They could use the terminal to donate faction points (with no % taken away for deligating to the PA). For example it takes 200 FP to become an Imperial. the PA should be required to have 5,000-10,000 FP to become a Known Imperial Guild. I think this number is a reasonable amount concidering a large guild can pick that up in a matter of an hour.
  2. I think the perks should have no cost and be decorative in nature, faction banners, faction symbols etc. Maybe the guild hall could also appear in the faction filter in CTRL-V... If you're factioned at the moment, you can see factioned gardens and DHQs in the faction category on the map. I think Factioned guildhalls should also appear so that other members of your faction can easily see PAs on that planet that they may want to join.
  3. I wouldn't want to see a permanent PvP system whereby if the PA is factionalised its forced overt or anything. Having a factionalised PA should simply be for visibly declararing which side you are on, display the banners, show off the flag, etc.




Brez Codah

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lostkangaroo
Thu Mar 11, 2004 9:38 pm
#50

I asked my PA this question in the game and got a very good answerI feelwas excelentfrom a member that probabbly won't sit well with factioned PA's.


He sugguested that there be negatives as well as positives when you declare a faction. Somethings include that in combat neutrals should be allowed a broader spectrum of devices, weapons, vehicles, starships, and building decorations including banners and other wall art. Factioned PAs would be limited to Faction specific weapons, vehicles, devices, and so on. This way both Neutral and Factioned PAs benifit.



PsychoticChipmunk
Thu Mar 11, 2004 10:19 pm
#51






lostkangaroo wrote:

I asked my PA this question in the game and got a very good answerI feelwas excelentfrom a member that probabbly won't sit well with factioned PA's.


He sugguested that there be negatives as well as positives when you declare a faction. Somethings include that in combat neutrals should be allowed a broader spectrum of devices, weapons, vehicles, starships, and building decorations including banners and other wall art. Factioned PAs would be limited to Faction specific weapons, vehicles, devices, and so on. This way both Neutral and Factioned PAs benifit.




I like this idea a lot. You sort of get a plessy v fergusen thing going there with a separate but equal content. Imps get imp things, Rebs get reb things, and newts get newt things. I would love to have things in the game be a bit more unique to a certain group. As it stands all you need to do is know a master smuggler and you've got access to everything the game allows faction wise.


All the best of everything is neutral (why isn't faction armor the best available?) and attainable by aligned players. It makes no sense. We all get to have our cakes and eat them too. Now that is something that I enjoy but it gets to be sickening at times when you see a rebel fighting an imp and can't tell them apart. Walk through a rebel and imperial town and the only difference is the AT ST by some bases and the garb of the NPC's at the bases. Inside as well. I've seen a home inside of an "imperial" town that had a rebel banner in it. Now it was in the middleof a brazier but still, why are imperials getting rebel banners?!



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