Archived Factions Expansion (2nd Ed.)

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Mecharic

I'm tempermental, deal with it.
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At the suggestion of @Omnomivore, I am making an updated version of this thread for new review & comment, since the [old one] is nearly a year old now. The idea, however, is the same. I've even copy/pasted parts of it over because there's no reason to change them. In order from least important to most important, here's the updated thread:
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TL:WR - Add Cooldowns to prevent Relations Abuse, Empires to make politics more functional, add the ability to ignore Faction Notifications like claiming, and for the love of the Dark Banshee can we please get more faction ranks?!
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Relation Cooldowns
Much as the name implies, this would enforce a cooldown before relations could be changed by the faction that has changed the relation. This would prevent relation abuse by factions that ally others, then attack them from within their faction home. This would be able to function as an enforcement method in-game for ending wars (enemy to truce would have a 30 day cooldown before the one that sent out the truce request can enemy again) as well as prevent spamming factions with high-speed relation changes or requests, which can get very annoying. It would also make sense in character, as nations that enter peace with each other rarely went to war immediately after they entered peace, and relationships in the real world (during this age) tended to change slowly due to concepts of honor, integrity, and all those things the internet has forgotten (lol). Actual cooldown limits can be discussed in the thread.
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Ceasefire
A new relation, which has a 1-month cooldown, that is used for factions that have surrendered. The faction that proposes the ceasefire cannot terminate the ceasefire, the faction that accepts it can. Right now it is not possible to have a plugin-enforced ceasefire, only a staff-enforced one. This would change that. It would also make it possible for factions to know who they're enemies are among the truced without keeping a list.
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Empires
Empires is pretty simple in theory, probably a lot harder in code. It consists of the following:
  • Imperial Factions: Factions that are upgraded so that they can have true Subfactions. The price to this would be 2,000 regals for the upgrade. There would be no tax upgrade for Imperial Factions (unless normal factions go back down to .1r per chunk).
  • True Subfactions: Instead of subfactions being entirely up to the subfaction, this plugin would create true subfactions. They would be unable to decide their own faction relations, instead having the same allies, truced, and enemied factions as their Imperial faction. These factions would have a lower tax rate than normal factions, preferably half of what independent factions would pay.
  • Imperial Chat: This chat would be access via /c join I or i: and would allow subfactions and their Imperial faction to communicate outside of allied chats.
  • Imperial Tax: Subfactions would pay a tax out of their bank daily to the Imperial faction, no more than 20 regals.
  • Imperial Bank: A bank into which all taxes taken by the Imperial faction from Subfactions is sent. Any shortfalls in faction tax by the Imperial faction would be paid out of this bank. A permission would be added to allow the Imperial faction to withdraw the Imperial Bank (probably called "ImpBank").
This is mostly because I've always thought that there should be more groups of factions that are a coherent group rather than the loose collections that can exist now. With such a change as this, large scale wars would once again be possible, as would building massive empires and nations that, you know, actually work. Currently its just sorta... meh. Nonexistent. This is mostly just to add depth to factions overall and to give "Empires" an actual status in the game.
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Block Faction Updates
This is easily the most requested thing I have from my roleplayers. Whenever a faction claims, changes relations, changes name, or any other faction-based update, all players get a notification "You have claimed a chunk in so-and-so world." which cannot be blocked, ignored, or otherwise avoided by leaving a chat. Every time my faction wants to claim I either need to make sure nobody is online who roleplays or notify them all and then reinvite them afterwards so they can roleplay without interruption. This should be a blockable notification - something like "/f ignore notifications" to ignore faction stuff that spams screens.
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More Ranks:
This should be pretty easy to code, but naturally that means it'll be a pain to do so. The idea is to add more ranks to the faction plugin in order to allow more customized perms for players to have. This would result in the following ranks for all factions:
  1. Leader - The faction owner.
  2. Deputy - The faction owners most trusted player, probably having perms equal to the leader.
  3. Sheriff - A higher rank of officer that can handle all sorts of things.
  4. Officer - Lower rank of officer that would likely be given recruitment jobs or similar.
  5. Member - Used for people who are trusted, but not management trusted.
  6. Recruit - Generally used for new players or people that aren't trusted.
This would enable faction leaders to have more complex ranks, adding more layers of security into a faction. Currently, with only Leader, Officer, Member, Recruit factions are forced to decide if they want to trust only their leader to claim, or trust all officers to claim equally, or to give recruits 'member' level perms to use member rank as a lower officer rank. It's really not ideal and if this can be changed easily I'd suggest - am suggesting - that it be changed.
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Thank you for reading and considering! My reasons for this are assorted, but a big one is that Factions had a tax mechanism added, which only makes sense if the end goal is to make it more of a government plugin rather than an anti-grief plugin. This also includes some ideas that people have wanted since forever (I'm talking about more Ranks lol) and ideas that would help support faction diplomacy and security.
 
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Tech is short for technical, but yes, I meant tech staff. I am well aware that C++ isn't compatible with Java, I simply plan to learn C++ before I go back and re visit Java (I plan to go to a technical college and major in videogame art design. C++ is commonly used in vidoe games, and it will help me to know the language even if I'm mainly doing the world building and 3D modeling side of things.) Having knowledge of one language can speed up the learning of another, the principles are the same, all the languages will include if/then statements. The way they are executed, is simply different.
Ah right. I thought you were thinking of applying for the Tech staff soon, so I was confused by you were learning C++ over Java and yes C++ is a more common language than Java in video game design and technology. There are some differences between C++ and Java though but this is not the thread, we're getting of the point. I would really like to see some Game staff give their insight to this suggestion.
 
Ah right. I thought you were thinking of applying for the Tech staff soon, so I was confused by you were learning C++ over Java and yes C++ is a more common language than Java in video game design and technology. There are some differences between C++ and Java though but this is not the thread, we're getting of the point. I would really like to see some Game staff give their insight to this suggestion.
Agreed.
 
  • Leader - The faction owner.
  • Deputy - The faction owners most trusted player, probably having perms equal to the leader.
  • Sheriff - A higher rank of officer that can handle all sorts of things.
  • Officer - Lower rank of officer that would likely be given recruitment jobs or similar.
  • Member - Used for people who are trusted, but not management trusted.
  • Recruit - Generally used for new players or people that aren't trusted.
I agree with more faction ranks, but maybe just let the leader create and name new ones?
 
I agree with more faction ranks, but maybe just let the leader create and name new ones?
Like Zacatero said above, doing so would put more strain on the backend of the server and would also make such a feature take a longer time to be developed. Quite frankly, I would be happy with more universal ranks despite the fact that I would always prefer custom ranks. I would rather see more ranks implemented sooner than wait a long time for custom ranks to be implemented.
 
I agree with more faction ranks, but maybe just let the leader create and name new ones?
Like Zacatero said above, doing so would put more strain on the backend of the server and would also make such a feature take a longer time to be developed. Quite frankly, I would be happy with more universal ranks despite the fact that I would always prefer custom ranks. I would rather see more ranks implemented sooner than wait a long time for custom ranks to be implemented.

IMO the rank names don't matter much, you can use titles. Leaders can set permissions for ranks. Therefore, one or two more universal ranks should give faction leaders everything they need when it comes to permissions.
 
IMO the rank names don't matter much, you can use titles. Leaders can set permissions for ranks. Therefore, one or two more universal ranks should give faction leaders everything they need when it comes to permissions.
This ^^^ because other than the command /f rank that includes you having to write the word officer, I've never seen the word officer anywhere else.. it's always just signified by the asterisk. So names really don't matter at all,
 
you know what would be amazing, if 1. player's max power was lowered to 10 and 2. you could, as some sort of subfac or one of the relations mentioned above, use your superior factions power. That would mean that faction power comes into play again, players would be encouraged to have more than 5 members in their fac but alt facs are still a thing cause you can become a subfac of your main...

idk, one of those quick ideas
 
Bump. This really needs to be discussed more :D Thank you Neck for your insight!
 
Going to bump this again. I understand from a technical point this is almost impossible to code at an efficient pace because of the current lack of Tech staff but the implementation of this is down to Game staff. Thoughts?