There was an update around the full release that made factions better in terms of territories and gave them more personality as faction perks. However, factions still seem very static and are very alike and blur into one boring similar type of space where you don't even notice when crossing faction territories because there aren't factions that are outright hostile towards players. The foundational work is there, all that is needed is building on those foundations.
My main request is to divide factions under six archetypes and give each archetype more pronounced perks and alliance bonuses:
-Militaristic
*More military ships, carriers and torpedo boats and generally stronger weapons
*Military outposts, turret and fighter factories are more common
*Allying grants significant discounts at fighter and turret factories, as well as cheaper crew hiring prices
*Lots of border skirmishes
*Less pirate and Xsotan invasions
*Have a chance to be at war with players by default
-Corporate/Trading
*More civilian ships and generally weaker weapons, higher station rebuilding capacity
*Trading posts are more common
*Allying grants free cargo transportation licenses for all types of cargo and free pass of cargo scans on the faction territory
*Default relations tend to be good
-Religious
*Research stations and casinos are less common / nonexistent
*Habitats and other civilian consumer stations are more common
*Allying grants cheaper repairs at repair docks
-Scientific
*Research stations and equipment docks are more common
*Energy weapons are more commonly used on ships
*Allying grants map of the whole faction, as well as only requiring four items of a tier to make a better one at research stations / otherwise improved researching
-Industrial
*Lots of basic production stations and resource depots
*Less high end factories and consumers
*More civilian ships
*High ship rebuilding capacity
*Pay higher prices for big asteroids
*Allying grants significant discounts for buying goods
-Outlaw
*Very small, only have a few sectors under their control
*Station pool is only military outposts, smuggler hideouts, casinos, repair docks, resource depots, equipment docks and shipyards
*Relations are very bad or at war by default
*Allying grants significant discount for unbranding stolen goods and increased buying prices for selling stolen goods
*Raid neighboring factions a lot
*Use only pirate type ships and boarding craft
Another system that would make choosing sides more interesting is adding relation penalties depending on which type of faction the player has allied with (has to be a neighboring faction).
As shown in the picture below, allying with a faction type would get negative relations from two factions that are opposite of it in the ring in the same manner. For example, if you allied with a militaristic faction, neighboring corporate and industrial factions would refuse to ally with you and get a big relations penalty. Allying with outlaws brings a relation penalty from everyone.
To spice things up, those two opposite faction types could always be at war against the faction type opposite of them so scientific factions would always be at the throats of religious and industrial factions and vice versa.
My secondary request is to make border regions between warring factions more unruly and have higher chances of faction raids or even sectors getting annihilated or captured even in out-of-sector simulations to make the map more dynamic.
Suggestion
Guest
Okay, factions.
There was an update around the full release that made factions better in terms of territories and gave them more personality as faction perks. However, factions still seem very static and are very alike and blur into one boring similar type of space where you don't even notice when crossing faction territories because there aren't factions that are outright hostile towards players. The foundational work is there, all that is needed is building on those foundations.
My main request is to divide factions under six archetypes and give each archetype more pronounced perks and alliance bonuses:
-Militaristic
*More military ships, carriers and torpedo boats and generally stronger weapons
*Military outposts, turret and fighter factories are more common
*Allying grants significant discounts at fighter and turret factories, as well as cheaper crew hiring prices
*Lots of border skirmishes
*Less pirate and Xsotan invasions
*Have a chance to be at war with players by default
-Corporate/Trading
*More civilian ships and generally weaker weapons, higher station rebuilding capacity
*Trading posts are more common
*Allying grants free cargo transportation licenses for all types of cargo and free pass of cargo scans on the faction territory
*Default relations tend to be good
-Religious
*Research stations and casinos are less common / nonexistent
*Habitats and other civilian consumer stations are more common
*Allying grants cheaper repairs at repair docks
-Scientific
*Research stations and equipment docks are more common
*Energy weapons are more commonly used on ships
*Allying grants map of the whole faction, as well as only requiring four items of a tier to make a better one at research stations / otherwise improved researching
-Industrial
*Lots of basic production stations and resource depots
*Less high end factories and consumers
*More civilian ships
*High ship rebuilding capacity
*Pay higher prices for big asteroids
*Allying grants significant discounts for buying goods
-Outlaw
*Very small, only have a few sectors under their control
*Station pool is only military outposts, smuggler hideouts, casinos, repair docks, resource depots, equipment docks and shipyards
*Relations are very bad or at war by default
*Allying grants significant discount for unbranding stolen goods and increased buying prices for selling stolen goods
*Raid neighboring factions a lot
*Use only pirate type ships and boarding craft
Another system that would make choosing sides more interesting is adding relation penalties depending on which type of faction the player has allied with (has to be a neighboring faction).
As shown in the picture below, allying with a faction type would get negative relations from two factions that are opposite of it in the ring in the same manner. For example, if you allied with a militaristic faction, neighboring corporate and industrial factions would refuse to ally with you and get a big relations penalty. Allying with outlaws brings a relation penalty from everyone.
To spice things up, those two opposite faction types could always be at war against the faction type opposite of them so scientific factions would always be at the throats of religious and industrial factions and vice versa.
My secondary request is to make border regions between warring factions more unruly and have higher chances of faction raids or even sectors getting annihilated or captured even in out-of-sector simulations to make the map more dynamic.
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