Thread created on Thu May 20, 2010 00:42:24 Last replied to on Mon Nov 22, 2010 14:59:39
Based on the thread that has been heavily discussed in General Discussion, here's a poll to vote on the proposed faction change.
In short, it makes warring much more user friendly, and almost 'merges' aggressive / peaceful status in to one. Completely changing the system and bringing it back to life.
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After a lot of thought, we've completely re-designed the faction warring system, for your approval. Our aim was to keep factions as simple as possible, removing unnecessary areas and making factions fun for the large majority.
This system does the following:
-Reduces faction deaths by 99%
-Increases respect gain dramatically
-Decreases respect loss dramatically
-Creates actual goals, wars can be won and lost without even coming close to a faction dying.
-Introduces new challenges, tactics and teamwork.
The aim is to war a faction who will fight back, both sides gain respect at the same time, ultimately aiming to win the war - resulting in a bonus of respect.
Ranking change
This system completely changes warring. There should be little point warring a faction who is not willing to fight. The ranking system can be removed.
Respect gained/lost
When attacking members of a faction you will gain more than you take. For example. 4 respect gained, 1 stolen from faction. This means that most factions will always be gaining respect, even if they're losing the war.
Warring factions who don't fight back
Wars on factions who are not willing to fight back will be over very quickly. The losing faction will lose I think: 1 / 16th of their respect (because of the new warring system), and a NAP will be created between the factions once it's over.
Faction Death
Faction death will be very, VERY unlikely. It can only occur if the opposing faction actually wants to destroy your faction, and is willing to spend a long time doing it with no real respect gain. Tip: Don't piss people off.
Chaining
Chaining will be limited to the faction you're attacking. For example you could have several chains going on at once, with several different factions. There is no way to keep a chain constantly going, they will break at the end.
Quality not Quantity
Instead of warring every faction in sight, and constantly grinding them down. It will be very beneficial (and fun) to target just a few factions, plan coordinated attacks / retaliations, and war factions who fight back.
Claiming Victory
Excuse the very poor effort on paint. The final version would look very sexy, this is just to give an example.
A faction can claim victory to end a war when:
The faction gains *Value* more respect in the war, than the other faction.
Value = Lowest factions respect divided by 4
When "Claim Victory" button appears, respect gain will be reduced by 3/4. (The same amount stolen).
If a faction is destroyed, the war will end and no bonus will be given.
When "Claim Victory" is initiated, a one month NAP will occur between the two factions. A large bonus sum of respect will also be given to the winner. The bonus sum will only be given if the loser accepts a surrender or the winner claims victory.
Gaining respect
Factions can gain respect by attacking the other faction and hospitalizing them. They can increase this respect gain by attacking many faction members at the same time, or in a row. This is called Chaining. With this system, we can add new minor ways of gaining additional respect.
- Bonus for hospitalizing 50%, 75% and 100% of the members in a faction (In one chain).
- Beating an enemy who has just hospitalized one of your faction mates would trigger a small retaliation/payback bonus (within 10 minutes).
- Every interval of 5 in a chain
- More bonuses can be added easily, do you have ideas?
Bonuses will not be earned by the winners when the "Claim Victory" button has appeared.
Faction War Limit
Considering over 95% of factions wouldn't dare warring over 5 factions at a time. We think a limit of 5 faction war declares would suffice. This would make all factions pick their targets carefully. Picking factions who can and will fight back. We also consider that faction wars will be over once won, which in some cases may be quick. Chains are also on a per faction basis which can and will be broken constantly (no need to have many faction wars for big chains).
Reviving
To prevent opposing factions exploiting the revive system, you'll be able to pick who is allowed to revive you. Friends, faction members, no one, everyone.
Big Factions vs Small Factions
Factions with many members will lose a little less respect per user than smaller factions. This is to make up for the fact that, smaller factions can attack many more users if they're against a big faction. The big faction cannot retaliate on the same level. Small factions will give more respect per member.
Peaceful status
With this system, there is no need for it at all. You don't have to war anyone if you don't want to. Big factions who pick on you, will gain very little, and you will lose even less. It's impossible for your faction to die unless the opposing faction is willing to go out of it's way for weeks, at no benefit to itself, just to kill it.
Spending respect
Straight after this system is in place (if it is), we’ll be working on more ways to spend respect. We have a bunch of ideas which we think you guys will really love.
Other updates
We have many more OC’s in design, and some other really great stuff, which we’ll keep secret for now until it’s finalized (if it works out).
If you have any suggestions, please make one in the suggestions forum.
Chaining will be limited to the faction you're attacking. For example you could have several chains going on at once, with several different factions. There is no way to keep a chain constantly going, they will break at the end.
i like all of it, but this worries me.
back when i was in an aggressive faction, it seemed most of the time a faction would have all their low levels hosped 24/7, and their high levels were impossible to touch.
this seems like itd be hard to keep a chain going very long?
With this system, there is no need for it at all. You don't have to war anyone if you don't want to. Big factions who pick on you, will gain very little, and you will lose even less. It's impossible for your faction to die unless the opposing faction is willing to go out of it's way for weeks, at no benefit to itself, just to kill it."
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Does this mean you will be getting rid of peaceful status? You don't specify, you say there's no point in it, but will it actually be removed from the game?
With this system, there is no need for it at all. You don't have to war anyone if you don't want to. Big factions who pick on you, will gain very little, and you will lose even less. It's impossible for your faction to die unless the opposing faction is willing to go out of it's way for weeks, at no benefit to itself, just to kill it."
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Does this mean you will be getting rid of peaceful status? You don't specify, you say there's no point in it, but will it actually be removed from the game?
Both aggressive and peaceful status will go away. There will be no divider.
With this system, there is no need for it at all. You don't have to war anyone if you don't want to. Big factions who pick on you, will gain very little, and you will lose even less. It's impossible for your faction to die unless the opposing faction is willing to go out of it's way for weeks, at no benefit to itself, just to kill it."
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Does this mean you will be getting rid of peaceful status? You don't specify, you say there's no point in it, but will it actually be removed from the game?
Both aggressive and peaceful status will go away. There will be no divider.
Okay, i'm one of the 2% as you mentioned who love long chains, but i'm willing to give anything a shot for the majority, though I do worry a great deal about how much respect decent respect factions can lose to factions like JFK, and 39th monthly that have insane stats and are simply unbeatable.
I still think there needs to be SOME kind of ranking system.
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