This is actually a really interesting topic to discuss but I see two parts to it.
Dynamic Events
The events that actually have an in game effect such as increased rewards need to be manually generated by someone at PGI at the moment. It's something that requires time and manual effort and for the majority of the events they don't tie in with what is happening 'on the map'. There is the capital world major event that was proposed, but even that is a manual effort.
To increase player investment in Faction Play, it needs to be more dynamic - triggered automatically by our actions, but tied in with what is happening 'on the map'.
That's where I have suggested in my Campaign post that should a particular faction achieve X type of victories over a period of time, then there is an automatically generated 'event' based on what is happening.
For example:
- Clan Smoke Jaguar has voted to attack House Kurita 4 weeks in a row.
- They have succeeded in getting more Siege victories than House Kurita each week and each week have taken a planet from them.
- After the 4th successive victory, a 'Counter Attack' event is triggered where by the players aligned with those two factions fight under slightly different conditions and with different incentives.
- At the end of that event we can apply a result that can impact the two factions and the successive victory tally is reset and off we go again.
The different conditions (without adding any new features right at the moment) would be:
Smoke Jag forces have a reduction in maximum drop deck tonnage to simulate that their supply lines have become extended and need to be consolidated before they can push further into enemy territory.
Kurita gets an increase in drop deck tonnage to simulate that they are redirecting greater forces to that battle front in an effort to halt the advance.
Both sides might get increased payouts for the duration.
Mercenary contracts might become more lucrative for Kurita for the duration.
If we really wanted to simulate supply lines a bit more, we could have a small function in there to reduce the drop deck tonnage of the side making the advance each successive week until the event is triggered.
IE: Week 1 - Smoke Jag wins. For the next week their drop deck tonnage is -5 tons
if they attack Kurita again to 235 tons. Week 2 - They win again and attack Kurita again, it drops -5 again to 230 tons. Week 3, same thing, down to 225. Week 4, 220 tons. Trigger the event and boom.
Should Kurita win the counter attack, then it could be that Smoke Jag would not be able to vote to attack them for a period of time.
Should Smoke Jag win then they consolidate their supply lines and their drop deck tonnage returns to normal.
We could have different types of events based on the number of victories a faction achieves in the particular mode.
Siege here represents taking the planets as that was what it was about 'traditionally' in earlier phases. But there is nothing stopping the system incorporating a bit more variety by using the different modes we have in Faction Play to trigger differently styled events with different outcomes. However, it would benefit Faction Play to have some additional features outside of the combat that these successive victories could influence.
Player contributions
Our actions would speak for themselves in a dynamic system as proposed above and having some little pre-generated text to go along with those events in game would give visibility to the player base as we are playing and help build on that immersion and investment in the game mode.
Where the player contributions can be made is in these forums by promoting conflicts and faction agendas.
For something in game, there could be room to expand on the Faction chat and make some form of announcement but given the level of access everyone has to these systems, it may not be practical.
This would leave PGI to concentrate on the weekend events with prizes and so forth and major events such as the Tukayyids.