- Joined
- Jan 16, 2017
- Messages
- 53
- Reaction score
- 46
- Points
- 0
Factions should have its own separate lore for a different set of continents beyond the Aloria we know. This, to make it compliant, would require a name change for the factions world, and factions creating lore.
Firstly, this is probably going to incite some outrage, but a certain number of members must be in a faction for it to exist. This prevents lore pages from cluttering up a proposed factions lore section of the wiki, and condenses power. I also suggest that Wilderness have its own lore, and that one-man factions or similar can be grouped into "Merchant Guild" factions. That way, a smaller faction which chooses to be a merchant guild can also have a lore page while not being confused with larger kingdoms.
Factions must now have 7 people or more in the proposed update and write lore before creating a faction. If a faction goes below 7 people, the lore page becomes part of an archives. The lore must be updated once a week and must at least somewhat reflect the situation of the faction.
War declarations now require a lore reason that fits with factions lore. The Lore Essays will be made public for people to view and catalog.
Preexisting factions above the required number must formulate some kind of lore roughly simulating their history in 1 week to a month.
On the factions lore section of the wiki, the largest factions, or formerly largest factions, will be first, and smaller factions later. The factions will be graded on which is first by an average of all of their members, not by the current number or the largest number. If the faction has ever dipped below 7 members aside from the time of creation, that time will be cut unless it has stayed in that state for one week or more.
For lore pages which mention other factions, both factions can have slightly different accounts of an event (the winners write the stories), but they have to get overall truths right, and basics right.
Finally, integration into Regalian lore. This can service as a separate continent, and Regalia will be made a playable faction for players to colonize land with.
Other suggestions that have less to do with the topic but might help it on its way:
Ally cap:
Alliances mean absolutely nothing in the factions world of today. As a matter of fact, relations mean nothing. One can be enemied to Viserys and have regular discussions, while be allied to a small one-man faction in the middle of nowhere. Alliances should be closely knit groups that call upon each other in time of war. The members of an alliance should integrate, they should speak and roam freely throughout each others' cities. This will help with factions lore being more interconnected.
Division of land:
Enlargement of the basic factions chunk to make it more like a kingdom. Each chunk has a capturing point, and chunks can be divided into smaller pieces, but smaller factions can also live as vassal states. This facilitates factions wars, so its not a constant story of, 'The Battle of the Ciryntalon F Home' and instead, 'The Battle of Erythn Field.' Land should also be a surrender term. Wars would end if you capture the capital. The capital can only be CHANGED with staff permission, and it's just a city. However, in order to capture a capital or any chunks within a certain range of the capital, members of the defending faction must be online.
NPC armies:
Although there is a feature to tame MassiveMobs, do people use it that much? I propose hireable armies for defense to even out factions without pvpers. This also can help with the details such as, 'Ciryntalon facilitated a feinted rout, and the Viseryian forces turned on them.'
Regalia-RP-designated factions:
These are factions which do not have a factions lore page, and must always rp according to world progressions. However, these factions cannot have relations, and any disrupting of rp is not allowed. These factions are factions which have members which play solely in Regalia as opposed to the Regalian colonists who interact with the normal factions.
Firstly, this is probably going to incite some outrage, but a certain number of members must be in a faction for it to exist. This prevents lore pages from cluttering up a proposed factions lore section of the wiki, and condenses power. I also suggest that Wilderness have its own lore, and that one-man factions or similar can be grouped into "Merchant Guild" factions. That way, a smaller faction which chooses to be a merchant guild can also have a lore page while not being confused with larger kingdoms.
Factions must now have 7 people or more in the proposed update and write lore before creating a faction. If a faction goes below 7 people, the lore page becomes part of an archives. The lore must be updated once a week and must at least somewhat reflect the situation of the faction.
War declarations now require a lore reason that fits with factions lore. The Lore Essays will be made public for people to view and catalog.
Preexisting factions above the required number must formulate some kind of lore roughly simulating their history in 1 week to a month.
On the factions lore section of the wiki, the largest factions, or formerly largest factions, will be first, and smaller factions later. The factions will be graded on which is first by an average of all of their members, not by the current number or the largest number. If the faction has ever dipped below 7 members aside from the time of creation, that time will be cut unless it has stayed in that state for one week or more.
For lore pages which mention other factions, both factions can have slightly different accounts of an event (the winners write the stories), but they have to get overall truths right, and basics right.
Finally, integration into Regalian lore. This can service as a separate continent, and Regalia will be made a playable faction for players to colonize land with.
Other suggestions that have less to do with the topic but might help it on its way:
Ally cap:
Alliances mean absolutely nothing in the factions world of today. As a matter of fact, relations mean nothing. One can be enemied to Viserys and have regular discussions, while be allied to a small one-man faction in the middle of nowhere. Alliances should be closely knit groups that call upon each other in time of war. The members of an alliance should integrate, they should speak and roam freely throughout each others' cities. This will help with factions lore being more interconnected.
Division of land:
Enlargement of the basic factions chunk to make it more like a kingdom. Each chunk has a capturing point, and chunks can be divided into smaller pieces, but smaller factions can also live as vassal states. This facilitates factions wars, so its not a constant story of, 'The Battle of the Ciryntalon F Home' and instead, 'The Battle of Erythn Field.' Land should also be a surrender term. Wars would end if you capture the capital. The capital can only be CHANGED with staff permission, and it's just a city. However, in order to capture a capital or any chunks within a certain range of the capital, members of the defending faction must be online.
NPC armies:
Although there is a feature to tame MassiveMobs, do people use it that much? I propose hireable armies for defense to even out factions without pvpers. This also can help with the details such as, 'Ciryntalon facilitated a feinted rout, and the Viseryian forces turned on them.'
Regalia-RP-designated factions:
These are factions which do not have a factions lore page, and must always rp according to world progressions. However, these factions cannot have relations, and any disrupting of rp is not allowed. These factions are factions which have members which play solely in Regalia as opposed to the Regalian colonists who interact with the normal factions.
Last edited: