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Found 4 results

  1. So I've played Avorion for awhile. I ended up taking a long break after many frustrations when it came to faction relations which made the game very frustrating. One thing I found the most frustrating was actually boarding stations. It takes an extremely long time to do and offers very few rewards. I personally boarded them to repurpose them. Due to the fact that there is no option to actually reconstruct the facility it takes away the fun in it. What I mean is when you blast down their hull HP to actually board them, you obviously break off sections / parts of the station. I think it would be amazing if there was an option actually entirely reconstuct the station, having it restored to its previous glory before you blew it apart.
  2. Allows factions to slowly build new stations and expand into new territory; potentially taking control of sectors away from other factions. For manufacturing, priority is given for goods that they can produce but do not yet have a supply for (but they don't perfectly complete their economy, thus leaving room for the player to place factories strategically). Per 24h of playtime on a server or singleplayer game, each faction is able to allocate a cumulative % of their station construction capacity. Default, say 3% accumulation/day (24h of gametime). The specific traits would require some modification. Adds some new NPC Faction traits: Materialist: Instead of 3% station construction capacity towards new stations, this is 4%. Materialist (Very): 5%/day accumulation of station construction (resulting in new stations getting built). Expansionist: 50% of the time adds stations to sectors that have no stations of their own yet; 25% of the time expanding into sectors that may be in other faction's territory. Expansionist (Very): 75% adds stations to sectors they have no station in yet. 50% of the time expanding into sectors outside but adjacent to their territory. Isolationist: 50% of the time, constructs new stations in sectors they already have stations in; 25% of the time expanding into sectors that they control, but have no stations in. Isolationist (Very): 75% of the time, constructs new stations in sectors they already have at least one station. Only expands into sectors that their faction controls (via faction color on map). Spiritualist: Opposite of Materialist, 2% station construction accumulation / day; rituals/ceremonies are spawned by their faction more often in their space but also in far-flung parts of the galaxy. Spiritualist (Very): Opposite of Materialist, 1% station construction accumulation/day, often spawns ceremonies/rituals, as well as any bosses related to 'religion' in the galaxy. I wrote this while livestreaming, so the above idea might need some refining. Like scrap metal.
  3. Once you reach, say, a billion credits... choosing what stations to build as you expand your faction becomes less fun and new and more like a chore. The megawealth in the endgame has this unintended effect of money and resources becoming effectively meaningless. Here are some thoughts to address both of these: 1: Factions with which you ally with cause you to go to war with any factions they are at war with. Opinions of other factions are also based upon who your allies are - such that late game "everybody is my ally" is not the norm. A cause for war between factions can be controlled sectors lost by factions founding stations (I think it is currently -10k points/lost sector). 2: Similar to negotiating a cease fire, improving relations with a faction or negotiating an alliance; having an option to fund the expansion (or upgrades) to your allies would be a place to spend late game money and resources. In this case, resources given to that faction could be spent on giving that faction new capabilities (like Naonite to an Iron/Titanium faction may cause them to slowly start installing shields and hyperspace cores on their ships). Money given to an allied faction could go towards founding new stations, ships and increasing their construction capacity. As implied, only allies will accept these extra (and optional) contributions to their coffers. 3: Having a manner in which new factions are created and grow will make the galaxy much more dynamic. This would be as light weight a process so that the whole galaxy is living, but not having a million loaded sectors (so very minimal background generation and simple background calculations). - Pirate Shipyard: if they amass enough resources/slaves/credits. Once a second station below is built, they will seek ceasefires with local player and NPC factions. - Smuggler's Hideout: a way for pirate factions to facilitate trade and improve relations with other factions through un-branding stolen goods. - Resource Depot: a way for local PC and NPC ships to refine raw ores & trade resources and improve relations. - Repair Dock: a sign that what was a pirate faction is now a fledgling faction - now that its ships can respawn in territory they themselves control. At this point they are a proper faction even if they would still have tons of work to do for building a headquarters, habitats, military outposts, etc etc. The rest of the ways that they progress can be even less linear; but they may wait until they have neutral to good relations with their neighbors before investing in something like a trading post, for instance. 4: Having some ways in which factions are destroyed: - A new type of war; wars of extermination / genocide. These show just how far galactic civilization has fallen in the years since the United Alliance existed. Completing a genocide comes with major diplomatic ramifications for all factions committing the genocide. The Xsostan could also "harvest" an entire faction on occasion (this would be very rare). - Just destroying the last remnants of a faction in a normal war? - A faction conquering another faction (capturing & aggressively building stations in hostile territory, until the offending faction no longer exists). Hooray war of conquest! Conclusion: having life cycles of factions adds a living dynamic to the galactic sandbox. Funding allied factions' expansion or improving what resources they have access to can make places like the Rim an interesting place to settle, if your goal is to build up an Iron faction all the way up to Avorion, for instance. Finally, sharing your wars with your allies will increase the difficulty of getting everyone allied with one another and add a layer of difficulty in maximizing "One Against All and All Against One." Thoughts?
  4. 1.The ability to clean the sector from the influence of fractions. 2.The subsequent possibility of capturing the sector by another faction or transferring to it a station built by the player to improve relations.
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