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Customizable Player Faction and Research


Silent00

Suggestion

I come with an idea, what if there is option for the players to have customizable faction traits to give a bit of advantages and disadvantages throughout the whole playthrough both single player and multiplayer, limited starting points of faction traits to invest. Not only for faction but as well for the ships with the traits. Maybe including the mechanic of research progression as a form of tech tree with another resource to unlock it that can be research in the research station or . Feel free to give your trait ideas.

So here is my very long list of ideas of traits (along with sub-traits) 

For the factions:

  • Economies - 10% increased value of trading.
    • Affluent - Started with higher amount of credits.
    • Corporate - Increased number of NPC Traders and increased value of trading.
    • Shady - Increased value of trading of Smuggler Hideout while getting less caught up by the patrol in the controlled sector.
    • Materialistic - Increase huge value of trading but may decrease or less to earn reputation.
    • Philanthropic - Lower value of trading but increase reputation of NPC factions and will increased number of traders depending the reputation of NPC factions.
    • Trusted - Have a probability to have dangerous, illegal, and stolen goods not confiscate and freely roam within NPC factions depending of reputation.
    • Opportunistic - Higher value of trading when in territory with greater Supply and Demand.
    • Consumer Friendly - Goods consumed by the station's population yield more credits.
    • Trustful Insurance - Station insurance cost less and also return some of resources when it destroyed.
  • Industrialist - Faster production of goods.
    • Hard Working - Increase faster production speed of goods depending the number of engineers (or mechanics?) and the volume of assembly blocks.
    • Fabricator - Have a small chance to produce minuscule amount of free complicated goods (like Body Armor or Conductors) depending of what type of station.
    • Planning - Decreases value of required goods and decreases further price the more the complex goods.
    • Mining - Increases more mining goods (like ores, gold, platinum, copper, and so on).
    • Processor - Founding an asteroid has small production of resources depending on the sectors is in (if its in Avorion-filled territory the station will make the resource of it).
    • Manufacture - Faster building in the Shipyard and cost less the larger its volume.
    • Rock Dealer - Earn more credits when selling the asteroids and cost less when founding.
    • Extractor - Mining turrets yields more resources extracted while the asteroid is longer to be mined but when it's block destroyed yields more resources.
    • Recycler - Turrets have more components scrapped depending of rarities.
  • Militarist - Increases general weapon damage.
    • Foreign Army - Started with late game turrets and higher rarities.
    • Warmonger - All NPC factions have negative reputation towards the player but increases damage bonus when declaring war upon them.
    • Xsotanphobic - Effective against Xsotan has a chance to drop upgrade and turrets and better rarity upon destruction but it will spawn more often and more dangerous.
    • Scavenger - Increases efficiency of salvagers and have higher chance to loot upgrades and turrets with higher chance of getting rarer ones but decrease miner efficiency.
    • Law Bringer - Lower the threat of pirate, effective against pirate and drops more equipment upon destruction.
    • Invader - Effective against station and boarders are tougher and quicker to capture, can board below 50% health.
    • Arms Dealer - Turrets cost less and has higher chance of more rarer turrets for the Equipment station
    • Security - Player-owned territory has lower risk of pirate spawning, passively taxing NPCs earning credits.
    • Weapon Assembly - Turret factories require less of components and with more quantity, better material type or rarities required less components to build.
    • Weapon Specialist - Increases turret bonuses the higher the rarities.
  • Science - Have a chance researching items into higher rarity.
    • Erudite - Quicker research speed.
    • Prepared - Started with turret blueprints from the late game or better rarity.
    • Breakthrough - Have a chance of researching items to even greater rarity.
    • Modifiable - Research two items will reroll an item with better traits.
    • Efficient - Researching items can produce 2-5 of the same items with the same traits.
    • Experimental - Chance of research all 5 items into legendary rarity with even better traits. May alarm hostile Xsotan fleet immediately.
    • Anomalous Research - May spawn anomalous objects (such as abandoned ship, huge resource asteroids, containers).
    • Antique - Equipment Docks have higher amount of rarer upgrades but increased price.
    • Curiosity - Increase number of objects within the undiscovered hidden blips, has increased value of looting of crates.
    • Singularity - Have small minuscule chance of researching into a Xsotan upgrades. May alarm incoming dangerous Xsotan fleet.
  • Diplomacy - Increased reputation of NPC factions.
    • Peaceful - All NPC factions have positive reputation towards the players but more pirate spawning.
    • Amicable - Benefits with an allied factions with numerous passive bonuses.
    • Allied Force - Increases allied NPC ships and provides a stronger ships.
    • Trustworthy - Reduce the loss of reputation and increase reputation of factions with negative reputations.
    • Coalition - Conflicted NPC factions will befriended if both reputation are at least good.
    • Negotiator - Reduce the cost of paying tribute and decrease cooldown.
  • Leadership - Slight increased of crew's work force
    • Disciplined - Takes longer the crew to lose moral over time.
    • Loyal - Crews take longer to pay salary and pay less.
    • Professional - Higher levels of crew available at the stations.
    • Charisma - Higher quantity of crew to hire.
    • Drill - Sergeants up to generals increased work force.
    • Battle Hardened - Assigned crew in the ship may level up after the battle ends.
    • Prepared - Take less requirements work force for the sergeants and to generals.
    • Advanced Academic - Academy blocks can train the crew faster and have a chance to level up to level 2 instead.
    • Profession Mastery - Increased crew max level.

 

As for the ships:

  • Overclock - Increases processing power at the cost of energy.
  • Hangar Ergonomics - Increase fighter capacity.
  • Alloy Superconductor - Increased generator energy.
  • Anti Shield Resonator - Weapons can bypass shields and including shield resonator upgrade.
  • Void Coolants - Faster cooldown on weapons and slow to overheat.
  • Warhead Plating - Increase torpedoes durability.
  • Genetic Manipulator - Faster cloning while decreasing the energy requirement.
  • Tri-Bolt Armor - Higher resistant to penetration attacks.
  • Metal Nanotechnology - Reduce cost of resource and increase durability, armor blocks are lighter.
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I like the concept, but I would prefer if traits such as these were randomly / procedurally assigned to factions, then you could officially join a faction (i.e. a step even higher than allies) to gain that faction's bonuses... but you can only join one faction at a time and leaving your faction to join another causes a HUGE reputation loss of like -175,000 (enough to go from maxed positive to *almost* hostile).

If you find a faction with better perks, not only do you have to build up your reputation high enough to become allies and then whatever additional thing it takes to join, and not only do you have to weigh losing your current faction's points, but you ALSO have to weigh ruining your reputation with your current faction when you probably have stations or worker ships inside that faction's territory.

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