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Idea: Factions Within Factions


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#1 Livewyr

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Posted 21 January 2015 - 10:24 AM

Problem: Rogue units violating majority supported diplomacy. (NAP/Alliances/etc...) Units joining other factions to attack their own/old faction despite a NAP or to cause havoc.

Proposed solution:
Unit territories (provinces) within the house/clan.

Example: (using standing units purely as examples, no politics involved.)

-MS- and CGBI are both Ghost Bear (Unsure if that fits reality, I haven't seen the map in quite a while) and rather than both queuing up to attack CGB's designated planet against Kurita, both have their own attack avenues with all planets bordering them, including other CGB units.

This puts diplomacy on a smaller and accountable scale. If CGBI is blocked by -MS- from attacking their intended target (Kurita) they can negotiate with -MS- to take on of their planets in order to open a corridor to Kurita. (Player/unit controlled diplomacy intra faction.)

Now, lets say that CGB has an overall agreement with CSJ to place a NAP between the two, and CGBI is intent on violating that for whatever reason. -MS- and other CGB units can tell CGBI to stop it, and if they do not, they can take CGBI's territory and force them to return either from the periphery (in CGB territory), or join another faction.. (or they can agree to play nice after having pressure applied.

Player/unit controlled diplomacy with real teeth for enforcement within the faction, which can be applied en masse for the faction as a whole. (Also creates the possibility for Clan/House councils.)

--------------------------------------
But Live: What about the pubbies/randoms?

They would have their own unit with which to work among themselves... they would essentially have the same problem the entire faction has now, but that would be the price of not being in a unit.


Thoughts?

#2 Johnny Z

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Posted 21 January 2015 - 11:06 AM

Sounds a bit complicated but the upcoming addition of some sort of logistics may help that situation. No one has any idea what the logistics will be like though. I dont mind taking guesses at alot of upcoming features but this one, who knows.

Although logistics would start at the "Mech Bay" we use now. Is it in a ship or on a planet?

They could make a new huge addition to the Mechwarrior story by making huge ships housing all the mechs and dropships for a paticular front that jump ships could dock onto.

Edited by Johnny Z, 21 January 2015 - 11:12 AM.


#3 Livewyr

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Posted 21 January 2015 - 01:37 PM

It would be slightly more complicated than what WoT implemented.. they had unit territories.. this would be that + an overall faction border.

I am curious as to how they are going to implement logistics with the current systems..

#4 Joseph Mallan

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Posted 22 January 2015 - 04:03 AM

View PostLivewyr, on 21 January 2015 - 10:24 AM, said:

Problem: Rogue units violating majority supported diplomacy. (NAP/Alliances/etc...) Units joining other factions to attack their own/old faction despite a NAP or to cause havoc.

Proposed solution:
Unit territories (provinces) within the house/clan.

Example: (using standing units purely as examples, no politics involved.)

-MS- and CGBI are both Ghost Bear (Unsure if that fits reality, I haven't seen the map in quite a while) and rather than both queuing up to attack CGB's designated planet against Kurita, both have their own attack avenues with all planets bordering them, including other CGB units.

This puts diplomacy on a smaller and accountable scale. If CGBI is blocked by -MS- from attacking their intended target (Kurita) they can negotiate with -MS- to take on of their planets in order to open a corridor to Kurita. (Player/unit controlled diplomacy intra faction.)

Now, lets say that CGB has an overall agreement with CSJ to place a NAP between the two, and CGBI is intent on violating that for whatever reason. -MS- and other CGB units can tell CGBI to stop it, and if they do not, they can take CGBI's territory and force them to return either from the periphery (in CGB territory), or join another faction.. (or they can agree to play nice after having pressure applied.

Player/unit controlled diplomacy with real teeth for enforcement within the faction, which can be applied en masse for the faction as a whole. (Also creates the possibility for Clan/House councils.)

--------------------------------------
But Live: What about the pubbies/randoms?

They would have their own unit with which to work among themselves... they would essentially have the same problem the entire faction has now, but that would be the price of not being in a unit.


Thoughts?

This seems like what the Contract should be spelling out. It isn't needed as of right now, but you have hit the long ball with this line of thinking. It would give directions and obligations of what to attack and what to defend.

Logistics? :wub:

#5 NextGame

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Posted 22 January 2015 - 07:44 AM

View PostLivewyr, on 21 January 2015 - 10:24 AM, said:

Problem: Rogue units violating majority supported diplomacy. (NAP/Alliances/etc...) Units joining other factions to attack their own/old faction despite a NAP or to cause havoc.

Proposed solution:
Unit territories (provinces) within the house/clan.

Example: (using standing units purely as examples, no politics involved.)

-MS- and CGBI are both Ghost Bear (Unsure if that fits reality, I haven't seen the map in quite a while) and rather than both queuing up to attack CGB's designated planet against Kurita, both have their own attack avenues with all planets bordering them, including other CGB units.

This puts diplomacy on a smaller and accountable scale. If CGBI is blocked by -MS- from attacking their intended target (Kurita) they can negotiate with -MS- to take on of their planets in order to open a corridor to Kurita. (Player/unit controlled diplomacy intra faction.)

Now, lets say that CGB has an overall agreement with CSJ to place a NAP between the two, and CGBI is intent on violating that for whatever reason. -MS- and other CGB units can tell CGBI to stop it, and if they do not, they can take CGBI's territory and force them to return either from the periphery (in CGB territory), or join another faction.. (or they can agree to play nice after having pressure applied.

Player/unit controlled diplomacy with real teeth for enforcement within the faction, which can be applied en masse for the faction as a whole. (Also creates the possibility for Clan/House councils.)

--------------------------------------
But Live: What about the pubbies/randoms?

They would have their own unit with which to work among themselves... they would essentially have the same problem the entire faction has now, but that would be the price of not being in a unit.


Thoughts?


There really should be a diplomatic system that does something like the following:

1) Faction Relations

Team leaders of a factions permanently aligned units that have had x players playing y number of drops over the past say, 7 days should be allowed to vote for a period of 24 hours on their factions status with other factions. The options should be Peace, War and Abstain.

If the majority is peace, and that opposing faction also votes peace, then there are no planets to contest against that faction.

If both or one party votes war (an equal split vote defaults to war) then planets can be contested between those factions where there is a border between them.

2) A similar voting system should be present that basically allows a faction to vote on specific non-permanently aligned units x number of elevated reward contracts, which have a tier, or level of elevation set by the game. The number and value of contracts that can be offered should be set by the game (based on active faction population and game progress), and eligible house unit leaders can vote which mercenary units they want to hire from eligible mercenary units whose contract is up within 24 hours.

That contract offer should then be locked in to that mercenary unit until they have picked their next contract. If they accept the factions "special" contract then that contract cannot be voted on by house units again until 24 hours before it's expiry (so it can be offered out again). A mercenary unit on a special contract cannot extend it unless they have won the vote for that particular tier of contract.

3) Rewards.

House units should be offered generally higher LP by the game, and mercenary contracts should be offered generally higher cbills (not that the bonus for winning a game for either is that big a shake as it is, its really just flavour).

#6 Lyoto Machida

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Posted 22 January 2015 - 11:47 AM

Does CW have a high enough userbase to allow something like this?

#7 Revis Volek

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Posted 22 January 2015 - 12:08 PM

View PostLyoto Machida, on 22 January 2015 - 11:47 AM, said:

Does CW have a high enough userbase to allow something like this?



Currently, no

Also, OP MS is not a GB unit. They are a MERC unit and a very large one a that and play the Contract Carousel each week or 2.

Just an FYI

#8 Harathan

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Posted 22 January 2015 - 12:23 PM

View PostJoseph Mallan, on 22 January 2015 - 04:03 AM, said:

This seems like what the Contract should be spelling out. It isn't needed as of right now, but you have hit the long ball with this line of thinking. It would give directions and obligations of what to attack and what to defend.

Logistics? :wub:


Down boy.


OP, what happens when a unit moves between Factions? Your solution seems to fit for house units, but doesn't cover Merc units very well, as far as I can see.

Edited by Harathan, 22 January 2015 - 12:24 PM.


#9 Livewyr

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Posted 23 January 2015 - 06:51 AM

View PostDarthRevis, on 22 January 2015 - 12:08 PM, said:



Currently, no

Also, OP MS is not a GB unit. They are a MERC unit and a very large one a that and play the Contract Carousel each week or 2.

Just an FYI


Was that really worth making a post for?

View PostHarathan, on 22 January 2015 - 12:23 PM, said:


OP, what happens when a unit moves between Factions? Your solution seems to fit for house units, but doesn't cover Merc units very well, as far as I can see.


Two options come to mind:
A: They can either sign on directly with the house/clan faction and be given their own province much as the house/clan units. (Or in the case of already own provinces- they would come in off the periphery or capital world)
or
B: They can sign on directly with a Unit (must market themselves as the unit would actually need to pay them) and fight within that unit's jurisdiction.
(or C: Someone's better idea.)

Edited by Livewyr, 23 January 2015 - 07:06 AM.






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