Premise
We don't want ED to become a clone of other space-op strategic games. This thread has nothing to do with something like that.
Overview
With time, humans will naturally tend to expand into the Galaxy. For how many systems are populated now (my gross esteem is around 400), we'll need more systems, and want new routes not just to be found, but to created anew. That's just natural in a sandbox persistent game.
There are 2 ways to achieve this.
Because of the nature of the game, Group of players cannot "own" a base; however, they might get some special rights in the system where a base is created and in the created bases. We'll call this set of rights perks.
Perks
Before detailing the perks, I'll treat them as a whole.
When a base is created, it gets an alligance and a faction. The belonging faction can be determined in two ways:
Initially, all the members of the group creating the base get the perks for controlling it. If the control over the base is lost (i.e. because of the activity of other players, or for random events like unrests in the system, or a combination of both), the perks are removed.
Even if the group "retakes" control of the base, the perks are not restored; also, perks are not switched to another faction conquering it. Rationale: The idea here is not that of having a universe of player-controlled bases. It's that of incentivating the players into going around the universe and finding nice spots where to place bases. Back-and-forth swings to take or retake space areas, or altering the storyline-based structured of the older words, is not part of this proposal.
Note: Not that assigning the perks to a group of conquering players cannot be done in general; but I just think it's a matter that is not of concern here, and should be discussed elsewhere.
Example
Fleet "Rookies" creates a base in KR-58. Rookies players donating at least 51% of the money needed to create the base are voting for the Federation, and so, the base will be assigned to the Federation. The controlling faction will be called something random "Workers For KR-58", and have 51% of the control of the system (Alternatively, the controlling faction can be "Rookies"; it actually would have no difference in terms of gameplay, and would serve just as a marker/reminder). As the faction controls 51% of the system, Rookies members get the systemwide perks, and they get also the new starbase perks. Now, suppose that either the system or another player group creates a new base. When the system control falls below 50%, Rookies loses the system perks. If the "Rookie" (or the initial faction) loses control of the starbase, they also lose the starbase perks.
The loss of perks is permanent and cannot be reverted, if not creating a new base in the same system. The base will automatically give base perks to the group creating it, but for system perks to be given as well, it is necessary that the base controls at least 51% of the system at its creation. For this to be possible, it is necessary that the factions controlling the other bases, combined, control at maximum 49% of the system. If this condition is not met, a base can still be created, but system perks won't be assigned.
Perks in detail
About the perk themselves, I just give here some suggestions. The concrete advantages should be proposed and voted for elsewhere.
Some of this perks are extensible to all the members of the group, even if they join the group later, or even if they didn't contribute to the foundings for the base. Some others (as i.e. the return on shares) are reserved to the actual players that contributed to the base creation.
We don't want ED to become a clone of other space-op strategic games. This thread has nothing to do with something like that.
Overview
With time, humans will naturally tend to expand into the Galaxy. For how many systems are populated now (my gross esteem is around 400), we'll need more systems, and want new routes not just to be found, but to created anew. That's just natural in a sandbox persistent game.
There are 2 ways to achieve this.
- Frontier corp. personnel creates new bases at a rate that they think is good.
- User-driven factions (guilds, fleets, wings, non-structured groups through informal polls) create new bases.
Because of the nature of the game, Group of players cannot "own" a base; however, they might get some special rights in the system where a base is created and in the created bases. We'll call this set of rights perks.
Perks
Before detailing the perks, I'll treat them as a whole.
When a base is created, it gets an alligance and a faction. The belonging faction can be determined in two ways:
- We might want to limit the ability to contribute to the base setup cost to players ranked in some military unit. If so, players from the same military ranking only can contribute to the creation of the specific base, and of course, the base has the same alligance.
- A vote system will determine the alligance of the base contolling faction, and their vote will be weighted by the money they contribute with.
Initially, all the members of the group creating the base get the perks for controlling it. If the control over the base is lost (i.e. because of the activity of other players, or for random events like unrests in the system, or a combination of both), the perks are removed.
Even if the group "retakes" control of the base, the perks are not restored; also, perks are not switched to another faction conquering it. Rationale: The idea here is not that of having a universe of player-controlled bases. It's that of incentivating the players into going around the universe and finding nice spots where to place bases. Back-and-forth swings to take or retake space areas, or altering the storyline-based structured of the older words, is not part of this proposal.
Note: Not that assigning the perks to a group of conquering players cannot be done in general; but I just think it's a matter that is not of concern here, and should be discussed elsewhere.
Example
Fleet "Rookies" creates a base in KR-58. Rookies players donating at least 51% of the money needed to create the base are voting for the Federation, and so, the base will be assigned to the Federation. The controlling faction will be called something random "Workers For KR-58", and have 51% of the control of the system (Alternatively, the controlling faction can be "Rookies"; it actually would have no difference in terms of gameplay, and would serve just as a marker/reminder). As the faction controls 51% of the system, Rookies members get the systemwide perks, and they get also the new starbase perks. Now, suppose that either the system or another player group creates a new base. When the system control falls below 50%, Rookies loses the system perks. If the "Rookie" (or the initial faction) loses control of the starbase, they also lose the starbase perks.
The loss of perks is permanent and cannot be reverted, if not creating a new base in the same system. The base will automatically give base perks to the group creating it, but for system perks to be given as well, it is necessary that the base controls at least 51% of the system at its creation. For this to be possible, it is necessary that the factions controlling the other bases, combined, control at maximum 49% of the system. If this condition is not met, a base can still be created, but system perks won't be assigned.
Perks in detail
About the perk themselves, I just give here some suggestions. The concrete advantages should be proposed and voted for elsewhere.
- Group members are automatically Friend of the controlling faction.
- Group members cannot become wanted in the system (system perk), as if they were authority vessels.
- Group members have a discount (1-3%) on the sales in the controlled base.
- Group members can never be marked unfriendly by the controlled faction. At worst they can be neutral.
- Group members are shareholders of the starbse, and receive a share on its profit (net the operating costs) [In practice, they receive a little wage depending on how many trades are performed in the base).
- Group memebers receive extra missions created by the controlling faction of the base.
- Group memebers receive extra money on Bounty hunting and mission completions from the base controlling faction (5% more).
Some of this perks are extensible to all the members of the group, even if they join the group later, or even if they didn't contribute to the foundings for the base. Some others (as i.e. the return on shares) are reserved to the actual players that contributed to the base creation.