Arrakis09 wrote:Hey people, what do you think of factions that should exist in the game?
What do you think about it?
I agree, if there are no 'factions' there will be alliances and clans that form for pvp
The purpose of factions is for the 'game administrators to keep play balance'. With only clans and alliances that is difficult, unless there is a heavy price on bigger clans inspiring them to split up, and even then often they form alliances of clans.
Then the game becomes a continual farming of new players not in some clan or the smaller clans, and the game usually goes bad at that point.
With factions, the direction of hostilities can be mitigated a bit, and balanced avoiding that possibility.
Although if people are building villages and castles, the idea of hiring NPC guards, and having to protect NPC villagers, and NPCs migrating to there towns to set up shops, and many other things all become possible. And with that, protecting those villages becomes important (or people wont stay)
Raids on farms and peoples castles, and there settings, and seige storage really becomes important. Is the castle large enough to hold the entire village in a raid? Are there enough guards to keep wandering crime under control, does the player clean out a local area of PVE that is raiding his village keeping the NPCs unhappy.
And of coarse, other factions raiding farms and villages.
Best way to do that, is have a rear area pvp safer village you can build but still some responsibilities and possible infighting(rare theiving like actions), then also building 'front line fortresses' in a pvp area where factions encounter each other.
And have 'zones of control' or 'map lines' that are held by hired guards between towns, that form the 'line of protection for rear areas.
So a player makes a home castle or town, and and many players near each other hire guards that make a perimeter, and that is a faction. And to be 'part of the faction, the game would have some control over that by some mechanism of balance that could be altered. Some types would be more likely to set up in some area, or some types would not be allowed to 'set up' to close to some other 'types' creating 'city states'. And each city state is a faction.
And it can grow or shrink with success. With mutual rewards to players that build in that perimeter, and avoid to much infighting, and limitations to 'raids and thievery' that could have 'consequences' if done within ones own members.
So a faction becomes a group of people that build farms close enough together to have guards set a 'zone of control' that keeps other PVP people from crossing into there 'area' in force
And a player can also spend money to make 'Castle towns in the PVP area that has far less resources, and has to be 'supplied' by his rear shops and farms that are safer. Since forward Castles can be burnt to the ground or occupied if lost. (although would have to be easier to retake then lose for 'fun factor' (extended sieges for example). It would not be fun building towns and castles in PVP area only to always have them thrashed.)
Anyways, it is a good question, and factions allow for the administrators to have some influence on 'placement' of forces and players against each other, allowing for forms of lines, allowing for both a safe area village to run, and a forward heavy pvp castle area. While still making that the actions of the players.
Most alliances are spread all over the map, not realistic at all, and the size of the town, as it gets bigger, requires more guards around the perimeter, creating an equalization of size and cost to maintain.
And any player, that could hire guards and build some walls, could create a zone of control around his area, giving him a 'safer' area to gather resources, as long as he kept the NPCs paid and content, requirements of some 'walls' or hired NPC 'patrols' make sense then.
Note the NPCs could be as few as a merchant, and a few farmers, and a saw mill or Stone Cutting Mill, and could be inside there buildings most of the time, or there houses, if NPC limits on server was an issue. Or they could be many people, you could think of guards as Bouncers for the town, and would be capable of keeping PVP out of the area they protect. That area being the arc of the perimeter that some player in a faction has to supply guards to hold. If he doesn't the perimeter shrinks on his side.
They also could supply quests. And to move a town, the NPCs would go with the person carting there stuff for quicker start up at a new location, if someone moved to some other spot for more room to develop.
So you can actually have both 'factions' and 'alliances' by having a mechanism that adds a control, and a way for administrators to balance the factions.
Zathurus
Anyways, figured it is an idea, on the topic of how to 'form factions' without the usual Clan Traps and with it being more expensive as factions get bigger.