Guilds/Clans System with details as to how it could work and not compromise the direction of the game.
I know it's been stated that Braben and the group don't want to to do in game support for player factions because this isn't Eve and other such reasons. Well it can be done without making it anything that would compromise the game.
Creating a Fleet
First off Let's not call it A guild, a clan, a corporation, or a faction. Let's call it a Fleet.
Any player who is currently not in a Fleet can start a Fleet for a registration free of 10 million credits.
They must then begin recruiting people to their Fleet. If they fail to recruit anyone after one week or they become the only member in their fleet their fleet is automatically disbanded.
If the owner of the Fleet wishes to leave the fleet they can disband the whole fleet or pass ownership to another player in their Fleet.
If that Fleet has its own minor faction earned through the Fleet system and the Fleet looses all its members then the minor faction will dissolve. In the case of very small Fleets a local station news bulletin will read "(Fleet Name) merged with (name of next most powerful faction in the system) after (Days:Months:Years) of operation." In the case of very large Fleets like GalCop, The Code, SDC, The Fuel Rats maybe a Galnet article will be made should they disband and lose their minor faction
Fleet Advantages
Fleet Chat. Fleet chat which would be activated by /f before a message would let you communicate with fleet members from anywhere in the galaxy.
FoF Identification: Friend or Foe Identification Colours on the hud: Fleet Members & Allied Fleets = Green. Hostile Fleets = Red.
Fleet Friends: New section on Friends/Contacts list for Fleet Members to see whos online sorted 0-9-A-Z with rank getting priority
Fleet Ranks: Fleets will have their own ranks which will change a pilots [CMDR] tag before their name which helps with moderation of the fleet and making the chain of command visible.
Fleet Policies: The FADM can set policies for their fleet which can make them more or less attractive to members.
Becoming a Minor Faction
Once a Fleet has enough members (for the sake of this example let's say 20) they can then become a minor faction for a fee. First the FADM would have to go to the system and station or settlement they wish to designate as their Fleet's home base. Depending upon various factors such as the system, the station, the population, & the number of minor factions already in existence this will change the cost, it could range anywhere from 100 million credits to 10 billion credits to start their faction, naturally any station or settlement that already has a Player Faction present is off limits, as well as any major systems such as Superpower Capitol Systems or Powerplay HQ systems, or any system, station, or settlement that FDev deems as off limits for acquisition by Player Factions.
The FADM would go to the Fleet Registry and apply for minor faction approval. If they have enough members they are granted approval to fund the creation of a Minor Faction.
Funding the Faction means Fleet Members can go to this station/settlement and pay out of their own pocket to contribute to the start up costs, and the FADM can pay start up costs out of the Fleet Fund if money is available. Once the funding has been found the Fleet is now a Minor Faction but they will be the lowest rated minor faction in that station.
The FADM can now go into a special holo-me creator and design the contacts that everyone will see when dealing with this minor faction at the station as well as customize the welcome messages they give pilots who visit the station and look at missions for this faction.
The next step is for the Fleet to become the controlling faction in for that station/settlement. This will be done through standard BGS manipulation.
Controlling Minor Faction Abilities
Once the Fleet's Minor Faction is in control of a station or settlement they get some advantages.
The FADM can set a discount on goods and services for fleet members with the difference coming out of the Fleet Fund
The FADM can set that an amount of all profit made at this station goes into the Fleet Fund but this in turn does raise the buy costs of commodities and lower mission payouts to cover the expense.
Player Fleets your Fleet is at war with can now be attacked without receiving a bounty as they will be flagged as Hostile (powerplay style) when in your territory.
Expanding a Minor Faction
Once your fleets faction is in control of a station and is ready for expansion the FADM can decide if they want to expand in system or expand into a neighboring system.
Peacefully Expanding in system involves picking a station or settlement, costs a moderate fee from the Fleet Fund to finance an election, and sets up the Player Faction as the lowest ranking minor faction in the new settlement or system.
Hostile Expansion in system involves a small fee from the Fleet Fund to fund and trigger a Civil War against the lowest minor faction at the station or settlement you wish to expand to, however if you win you become the 2nd lowest faction in that station or settlement and become the lowest faction in any other stations or settlements they had a stake in.
Peacefully Expanding to a neighboring system involves spending a very large amount of money from the Fleet Fund to become the lowest ranking minor faction at a station or settlement in an neighboring system
Hostile Expansion to a neighboring system involves spending a moderate to large amount of money from the Fleet Fund to fund and trigger a War in the new system which if won will set the minor faction up as the 2nd lowest minor faction at all stations or settlements. This however will also trigger an article on Galnet to be posted mentioning the hostile invasion of another system so players and other fleets may choose to come help or fight your faction.
Losing your Minor Faction
If the BGS is manipulated enough to drive your faction out of a system your minor faction is lost in that system as well as any profits your fleet fund was getting. If driven from all systems you have stake in then your minor faction is disbanded and your fleet fund is emptied to nothing.
Possibilities for the Future
This is all stuff that could be implemnted later after the Fleets system is added (if its added) to expand upon its functionality
Mega Ships: Using your Fleet Fund you can comission a Mega Ship and customize and upgrade it. The FADM and ADMLs can then call in this Mega Ship at any time as long as it is within range of their location.
Becomming a Power: Once a Player Fleet has become a Minor Faction and their Minor Faction has grown large enough they can apply to become a Powerplay Faction (with FDev Approval)
I know it's been stated that Braben and the group don't want to to do in game support for player factions because this isn't Eve and other such reasons. Well it can be done without making it anything that would compromise the game.
Creating a Fleet
First off Let's not call it A guild, a clan, a corporation, or a faction. Let's call it a Fleet.
Any player who is currently not in a Fleet can start a Fleet for a registration free of 10 million credits.
They must then begin recruiting people to their Fleet. If they fail to recruit anyone after one week or they become the only member in their fleet their fleet is automatically disbanded.
If the owner of the Fleet wishes to leave the fleet they can disband the whole fleet or pass ownership to another player in their Fleet.
If that Fleet has its own minor faction earned through the Fleet system and the Fleet looses all its members then the minor faction will dissolve. In the case of very small Fleets a local station news bulletin will read "(Fleet Name) merged with (name of next most powerful faction in the system) after (Days:Months:Years) of operation." In the case of very large Fleets like GalCop, The Code, SDC, The Fuel Rats maybe a Galnet article will be made should they disband and lose their minor faction
Fleet Advantages
Fleet Chat. Fleet chat which would be activated by /f before a message would let you communicate with fleet members from anywhere in the galaxy.
FoF Identification: Friend or Foe Identification Colours on the hud: Fleet Members & Allied Fleets = Green. Hostile Fleets = Red.
Fleet Friends: New section on Friends/Contacts list for Fleet Members to see whos online sorted 0-9-A-Z with rank getting priority
Fleet Ranks: Fleets will have their own ranks which will change a pilots [CMDR] tag before their name which helps with moderation of the fleet and making the chain of command visible.
- Fleet Admiral[FADM] = Owner. = Full Control over the Fleet
- Admiral [ADML] = Second in Command = Can Invite People to Fleet, Kick People from the Fleet, & Promote up to FCMD rank automatically becomes FADM if FADM leaves Fleet without disbanding it.
- Captain [CPTN] = High Ranking Officer = Can Invite People to the Fleet as ENSN, Kick People below their rank, promote ENSN rank to FCMD
- Fleet Commander [FCMD] = Regular Member = Can Invite People to the Fleet as ENSN (this can be toggled off by the FADM)
- Ensign [ENSN] = New Member = No privileges
Fleet Policies: The FADM can set policies for their fleet which can make them more or less attractive to members.
- Declare War = Your Fleet can declare war on another Fleet making that Fleet's members always appear as hostile on your radar and you as hostile on theirs, however in most cases its still a crime to fight factions you're at war with.
- Propose Peace = If your fleet is at war with another fleet you can propose peace if accepted you no longer appear hostile to each other
- Propose Alliance = Propose an alliance with another Fleet, makes them appear green on your radar for easy identification.
- Allied Benefits = If the fleet has a minor faction and is the controlling faction for a station they can extend their benefits to their allies.
- Fleet Fines & Penalties = The FADM can set up fines or penalties for their fleet. Such as if one fleet member attacks another they can be fined or auto kicked from the fleet, if they kill another fleet member they could become responsible for that Fleet Members rebuy costs. these are options enabled or disabled by the FADM
- Duels = If two or more fleet members have "Report Crimes Against Me" off on their functions tab they can freely attack each other without facing a Fleet Fine or Penalty
- Open Enrollment = If enabled players who don't have a fleet will be able to see this fleet from a new section on station contacts tab called "Fleet Registry" and join it from there at the rank of ENSN
- Fleet Applications = If enabled players who don't have a fleet will be able to see this fleet from a new section on stations contacts called "Fleet Registry" and apply to join the fleet. Anyone in the fleet with rank of CPTN or higher will see the applications in their inbox listing the Player Name & Elite Ranks in Combat, Trade, Exploration, and CQC as well as their current online status and then accept, deny, or message them (if they are online)
- Fleet Fund = This would be where any fines paid to the fleet would go as well as having it set so that up to 5% of profits made by Fleet members can go into the Fleet Fund. Fleet Members could also donate to the Fleet Fund. The FADM can then use the Fleet Fund for the following with each option being something that can be toggled on/off (save for the last one) by the FADM. Fleet Members are never able to take money out of their Fleet Fund to line their own pockets.
- Percentage of Fund to help cover member rebuy costs
- Percentage of the Fund given to help members who can't afford their rebuy
- Percentage of the Fund used to help cover NPC Crew costs
- Cover Minor Faction Expenses
Becoming a Minor Faction
Once a Fleet has enough members (for the sake of this example let's say 20) they can then become a minor faction for a fee. First the FADM would have to go to the system and station or settlement they wish to designate as their Fleet's home base. Depending upon various factors such as the system, the station, the population, & the number of minor factions already in existence this will change the cost, it could range anywhere from 100 million credits to 10 billion credits to start their faction, naturally any station or settlement that already has a Player Faction present is off limits, as well as any major systems such as Superpower Capitol Systems or Powerplay HQ systems, or any system, station, or settlement that FDev deems as off limits for acquisition by Player Factions.
The FADM would go to the Fleet Registry and apply for minor faction approval. If they have enough members they are granted approval to fund the creation of a Minor Faction.
Funding the Faction means Fleet Members can go to this station/settlement and pay out of their own pocket to contribute to the start up costs, and the FADM can pay start up costs out of the Fleet Fund if money is available. Once the funding has been found the Fleet is now a Minor Faction but they will be the lowest rated minor faction in that station.
The FADM can now go into a special holo-me creator and design the contacts that everyone will see when dealing with this minor faction at the station as well as customize the welcome messages they give pilots who visit the station and look at missions for this faction.
The next step is for the Fleet to become the controlling faction in for that station/settlement. This will be done through standard BGS manipulation.
Controlling Minor Faction Abilities
Once the Fleet's Minor Faction is in control of a station or settlement they get some advantages.
The FADM can set a discount on goods and services for fleet members with the difference coming out of the Fleet Fund
The FADM can set that an amount of all profit made at this station goes into the Fleet Fund but this in turn does raise the buy costs of commodities and lower mission payouts to cover the expense.
Player Fleets your Fleet is at war with can now be attacked without receiving a bounty as they will be flagged as Hostile (powerplay style) when in your territory.
Expanding a Minor Faction
Once your fleets faction is in control of a station and is ready for expansion the FADM can decide if they want to expand in system or expand into a neighboring system.
Peacefully Expanding in system involves picking a station or settlement, costs a moderate fee from the Fleet Fund to finance an election, and sets up the Player Faction as the lowest ranking minor faction in the new settlement or system.
Hostile Expansion in system involves a small fee from the Fleet Fund to fund and trigger a Civil War against the lowest minor faction at the station or settlement you wish to expand to, however if you win you become the 2nd lowest faction in that station or settlement and become the lowest faction in any other stations or settlements they had a stake in.
Peacefully Expanding to a neighboring system involves spending a very large amount of money from the Fleet Fund to become the lowest ranking minor faction at a station or settlement in an neighboring system
Hostile Expansion to a neighboring system involves spending a moderate to large amount of money from the Fleet Fund to fund and trigger a War in the new system which if won will set the minor faction up as the 2nd lowest minor faction at all stations or settlements. This however will also trigger an article on Galnet to be posted mentioning the hostile invasion of another system so players and other fleets may choose to come help or fight your faction.
Losing your Minor Faction
If the BGS is manipulated enough to drive your faction out of a system your minor faction is lost in that system as well as any profits your fleet fund was getting. If driven from all systems you have stake in then your minor faction is disbanded and your fleet fund is emptied to nothing.
Possibilities for the Future
This is all stuff that could be implemnted later after the Fleets system is added (if its added) to expand upon its functionality
Mega Ships: Using your Fleet Fund you can comission a Mega Ship and customize and upgrade it. The FADM and ADMLs can then call in this Mega Ship at any time as long as it is within range of their location.
- The Mega Ship can be set to Fleet Only, Fleet & Allies Only, or Everyone.
- It will attack hostile fleets and ships that come too close to it
- It can be called in RES sites and Conflict Zones to aid your fleet with fire support and a quick resupply point
- It can be called in during PVP
- It can be destroyed
- It can be told to move to another system and anyone on board will be hyperspaced to a new system with the Mega Ship
- It will have three variants, which will have docking for Small, Medium, & Large Vessels
- Combat Mega Ship: Resupply & Repair Market: Can Dock & Store 6 Ships, Heavy Armour, Heavy Firepower, Low Jump Range
- Cargo Mega Ship: Commodities Market & Repairs: Can Dock & Store 10 Ships, Medium Armour, Medium Firepower, Medium Jump Range
- Science Mega Ship: Universal Cartographics, Resupply, & Repair: Can Dock 4 & Store Ships, Light Armour, Light Firepower, High Jump Range
Becomming a Power: Once a Player Fleet has become a Minor Faction and their Minor Faction has grown large enough they can apply to become a Powerplay Faction (with FDev Approval)