Suggestion: Criminal & anarchy factions

Greetings CMDR's. o7

As before, I know that some of my suggestions may require to be correcting, remembering, that's only suggestions. Again, lot's of reading, but I think it's worthing.
My suggestion is again to anarchy factions. This time, about splitting anarchy factions to anarchy and criminal factions.

What's the difference between them?

- Names: This first, most obvious. Because now will be splitted, so which faction names belongs to anarchy and which to criminals factions?*
Anarchy: All names, which associates with social or cooperate ways, like "Brothers", "Society" or "Partnership".
Criminals: All names, which associates with criminal and illegal ways, like "Pirates", "Mafia" or "Cartel".
- Government: Anarchy factions retains Anarchy government, but Criminal factions will be have Criminal government.
- Their systems: Both factions retains anarchy, but anarchy factions are less likely to interdict than criminal factions. In normal systems, anarchy factions will be have sometimes clean ships, while criminal factions are always wanted.
- Missions: Anarchy factions have access to all missions with the same chance (from lawful and criminal), while criminal factions will be have mostly illegal missions of all types. Additionally, criminal factions will be have more lucrative mission offers for all illegal missions than anarchy factions. Piracy missions offered by criminal factions will be way easier to complete, than from anarchy faction.
- Stations and BGS: Anarchy factions will prefer more peaceful ways for gaining influence, than criminal factions. They'll still be able to gain bounty vouchers, unlike criminal factions. However, criminals have more specific way for gaining influence. They mostly gain influence for doing illegal actions against all factions, regardless of system controller or ship criminal status (except criminal factions ships) and in their systems, their illegal actions can affect of BGS of all non anarchy/criminal factions even on lawless status.
Regarding anarchy or criminal stations, there also will be changes for BGS and stations belonging to criminal factions:
1. Criminal factions will prefer more illegal trading than normal trading. Due to it, they'll gain more influence from selling illegal goods than from selling clean cargo. This reflects on "upgraded" black market:
-> If criminal faction presents, but not control a station, then those effects will apply:
--> Black market are always opened.
--> 50% influence, which will be performed on this station with black market, will be directly transferred to criminal faction from station controlled faction (except anarchy factions).
-> If criminal faction present and control station, then those effects will apply:
--> All stolen goods have same prices to sell, as in commodity market.
--> Selling stolen goods to black market, which controlled by criminal factions, triples positive BGS effects, than in commodity market, to encourage others, to piracy victims. Anarchy faction positive BGS effect from black market, have same, as in commodity market.
2. Criminal factions, unlike anarchy factions, is trying to promote illegal actions and they'll trying to force other people to do same. This reflects on their missions and their actions:
-> When criminal faction present, but not control a system, this effects will apply:
--> Murders and other negative actions against a non-anarchy faction (which gives bounty on commanders head), will directly raise influence for criminal faction instead for all factions.
--> They'll be have mainly illegal missions, unlike anarchy factions. They'll be still have courier/delivery cargo and source and return missions, to 'cover' their illegal actions. Criminal factions, during certain states, will supports (by delivery missions) anarchy and other criminal factions, as like anarchy factions do.
-> When criminal faction controls a system, this effects will apply:
--> Criminal factions cannot gather bounty vouchers, but...
--> Negative actions against all factions (which normally would gives bounty on commanders head), except anarchy and criminal factions, affects on BGS in their lawless space, regardless, do ship is wanted or not. Their negative actions is more impactful in their systems and under their control, all assets in system gains lawless status, regardless of faction controlling this asset. All influences due to it, is transferred to criminal faction from lawful factions affected by murders, piracy or assaults.
--> Criminal faction forces most people, to obey their command under the threat of death. This reflects on mission board especially. During their rule, most of legal missions will be restricted, imposing any lawful factions, to give illegal missions, which lawful factions in normal cases doesn't want to offer. This restriction includes those missions like donation, legal salvage mission, mining mission, massacre pirate, assassinate pirate lord, planetary scan and liberation mission, in most cases exchanging them to illegal counterparts missions. Due to criminals ruling this system now, so all conflicts must be resolved only by force (war and civil war), regardless of government. Elections in criminal systems are banned.

What's will be similar for anarchy and criminal factions?

- Exterior looking stations - in both cases, it will be similar, although anarchy faction stations in exterior, will be have A in circle on their stations, while criminal factions will be have a skull on their stations.
- Anarchy systems - in both cases, while anarchy or criminal faction captures a system, system becomes anarchy. The only difference is a danger level. While anarchy factions will be have same behaviour, as before, systems controlled by criminals will be more dangerous, and criminals will interdict you more often.
- Conflict state - As like anarchy faction, criminal faction prefer only war, when conflict happens.

What will be new for both factions?

- Patrols: Because anarchy or criminal factions don't have security ships, but that doesn't mean, that those factions shouldn't have anything, to control their people. Why not for example they should fly in 'patrols'? Anarchy factions will flying in 'patrols', while criminal factions, their 'patrols' will be called racketeers openly. Their tasks is collect rackets and attack anyone, which don't want or doesn't have intention to pay a protection racket. A commander, which was been spotted by this patrol, will try to inderdict you and if succeed, you'll be asked by a patrol to make 'payment' to him within 20 seconds (criminals will openly ask you to pay them a racket within 10 seconds). How many you'll pay, depends on your current reputation with them and faction controlled. Criminals will demands from you more credits for protection racket, than anarchists for payments. Patrols can be spotted also in stations and this will be unavoidable. Ignoring this request (within 10 or 20 seconds) or refusing it, may cause significant reputation drop and gives a patrol reason of attack you, even in their stations, where those patrols also will be in. If you accept to pay a payment or racket, then it will cause, to not attack you for some time. The more allied with them, the longer will lasts this 'protection', unless you've decided to attack a patrol, but by doing this, will cause immediately reputation drop for anarchy controller to hostile, no matter of current reputation, giving also all anarchy or criminal factions within 30ly from a place of attack a reason, to attack a traitor as a act of betrayal. This lasts a week. But reputation you must build anew. Similar on Odyssey: you may be stopped and asked by 'tax collector' (anarchy) or racketeer (criminal), to pay a payment or racket. Similar to space counterpart, ignoring or refusing it may leads to attack you and reputation drop.

- Thugs: Because on anarchy systems bounty no longer is incurred, but that doesn't mean, that anarchy or criminal factions will not execute paying off their fines. They'll execute fines, even if this will requires from them using force. Every time, when fine incur due to mission fail, commander have 15 minutes, to pay anarchy or criminal faction a fine before they'll starts execute it by force. After that time, they'll start sending thugs, to force commander to pay their fines under the threat to kill commander. Anarchy faction usually will sent one ship for it, but criminals won't even hesitate, to send ships in wing. Of course escaping to Odyssey settlement with fine won't resolve situation, because you may be there forced or chased by them unexpectly, which will be well equipped.

- Community Goals: At first, please don't evade organising CG on a systems controlled by anarchists or criminals or organising CG for anarchy factions. At second, please don't limit them to CG wars.
I know, that anarchies can offer more in case of CG. Why not for example organise additionally delivery only stolen goods to a chosen anarchy station? Or murdering en masse selected faction ships (notoriety during this CG will not raise, if registered) during their (anarchy or criminal faction) preparation to a greater action? I know, that anarchy or criminal factions exists, but please - don't evade them or don't they become only a target of lawful factions during bounty hunting CG's.

- Counter-notoriety: Same as a notoriety, but this affects on killing anarchy faction ships on anarchy space or criminal faction ships on criminal space. Every time, if someone kills ship or person (Odyssey) belonged to anarchy or criminal faction, one point of counter-notoriety is added. When this 'notoriety' reach to a certain point, you'll be unable to enter to their stations or planet ports and you'll be begin be hunted by anarchy or criminal version of ATR. Like a normal notoriety, one counter-notoriety point decays in 2 hours**

- Terrorist attack state: As like Pirate attack state, Terrorist attack state could also drain influence for affected lawful faction (but stronger than during Pirate attack state) and add this influence to anarchy or criminal faction as an addition to strong security drop for affected faction.

And that's all. I know, that some of those suggestions may require correcting, or may be conflicting, but I know, that anarchies needs serious changes, which for us is bordering with 'reforms' before it'll be too late and we'll die.

* Of course due to this changes, most PMFs will be attributed to criminal factions with some exceptions.
** Note, that raising counter-notoriety doesn't erase normal notoriety to 0 points.
 
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