Faction Territory

Taxibutler shared this feedback 2 days ago
Not Enough Votes

When NPCs and such are released, or at least when enemy ships and friendly ships are released and flying around, there should be a system that divvies up territory between them and causes interactions based on their relations.


For example, 'Honorable Engineers' start as friendly towards the player, and have a few territories on X planet which have patrols of their ships and their own stations (where players can trade); however, they are unreconcilable with the 'Dastardly Pirates' who have a few territories that border them. These pirates often send attacks towards the Engineers in an attempt to steal territory, who defend with their Patrols.


The player would also have their own set of territory, which they get on faction creation in unclaimed land, and have similar features. Players can build whatever they want, but their territory has to be guarded against anyone who is hostile with them. For balance purposes, the raiders would send a warning message of some kind, or a war-cry, saying that they'll be attacking either 'soon' or at Y time.


This would be something that only applies to planets, as space is much looser in land and stations, though a different system could be applied to space if needed.


Don't know if you guys would be interested, but I think it'd be really fun.

Replies (2)

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With territories comes the need for many other features to compliment the idea.

Such as:

travel guides, detailed faction relationships, border patrols, supply lines, communication lines(not chat), defence and incursion strategies, inter faction commerce, espionage, differentiated tech trees.

An always neutral planetoid(Moon sized) would be a good idea for small factions to start on, but not thrive.

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I think every single thing you said sounds like it'd be really cool. Definitely would need a lot of work from the team, though (it also is very far down the line).

I talked about some of this in one of my other posts "Dynamic Encounters / Dynamic World", but I think that with how early the game is and how NPCs are supposed to be a much larger part of SE2, they really do have a great opportunity to add some other mechanics like these that weren't in SE1 (whether due to optimization or other constraints).

The difference between the two is that territories are much simpler in scale, you can easily mark an area on the map or have some text pop up "You are now entering Pirate territory" etc, along with some simple patrols or stations that add a lot without needing a lot put in. Interactions (combat) between territories is also relatively simple from a functionality standpoint (throw ships at each other, use AI/automaton (SE1-like) to have them fight dynamically, something likely to be added).


Of course, either way, I would love if they added some more dynamic interactions with the other factions and NPCs that make sense for the world they're building. In SE1, it was always just random ships floating in one way or another, and faction relations didn't really matter. It was somewhat better with MES, but that was super laggy (using Ares at War).

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An interesting idea, though it will require care if you want players controlling territory.

-Players can't be on all the time to man a patrol, so they'd need to hire npcs or manufacture drones capable of doing the job while they are offline. If they hire npcs then care will be needed to ensure they aren't just using the hires to spawn farmable supplies in to the world (had a player do that in a world I ran after they realized one of the prints accidentally had 1100 uranium in one of the reactors).

-Players would need some manner of protection from hostiles intentionally targeting their off hours for attacks. (Offline grinder-monkeys are a blight on SE)

-Attackers would need some way to do something about offline protections if a target's response to an incoming attackers warning was to logout in order to abuse the offline protection. (Had to deal with this too, people would hear an explosion or gunshot, alt-f4 out, and then immediately ping a game-admin on discord to complain about "a friend telling them they were being attacked while offline")

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Now just when I thought that I was getting used to posting on the support forum you expect me to use power tools as well!

70682545_605

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Depends, there's a few different ways that it could be balanced with PvP in mind a bit more (along with PvE patrols etc).


One of the biggest advantages with a territory system rather than a station system is that if you are required to have an HQ of sorts within each territory (to hold it), then that means it can be anywhere within that territory. This would mean that it would take a while to actually find the HQ in the first place, which gives an extra layer of protection.


Probably the best method I can come up with, though, are shields. No, I am not advocating for having energy shields that use energy to prevent damage, I am instead suggesting an anti-personnel shield that requires a raider or enemy to do a set amount of damage to the station (station-only, ships can be inside a station if worried, otherwise it would be OP) in order to let them board the station. It could probably be cheesed, but I think that this method would be the most fair to all players. If you can't get close enough to do damage (aka if you're throwing bodies at it with grinders), then you simply can't get close without dying. It would need some exceptions for trade stations though (perhaps making the 'shield' a block with a radius, or an exclusion zone using a block).


As for PvE encounters, there could be a check where if any faction members are online (or in a territory/near it) then it can be attacked. As I mentioned originally, "For balance purposes, the raiders would send a warning message of some kind, or a war-cry, saying that they'll be attacking either 'soon' or at Y time." which would give the players an exact time to defend and it wouldn't be out of no-where.


As for hiring NPCs, I could definitely see players using space creds (or whatever they'll be called, if added) to purchase friendly patrols to guard them for X amount of time (almost like upkeep in Rust, except you are paying for patrols). If players want to, they can build their own drones and keep their money, but it provides an alternative for offline protection that isn't meta (like reporting to admins). The reason this wouldn't lead to farming your allies is that they are your allies; if you damage them (SE1 style), you lose reputation, and eventually they can just decide to remove your patrols or attack you with your own patrols. Friendly players don't need door access to allied ships, so they wouldn't be able to steal stuff from inside without going hostile (breaking in).

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