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 Faction's / Fleet Combat Balancing idea

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Defaox
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Public#1PostSubject: Faction's / Fleet Combat Balancing idea   Fri Jan 20, 2017 3:58 pm

With the influx of new Factions and Members, I had come up with an Elias. The idea is to help balance out Factions along with Space Combat between fleets. Since, things can get out of hand really easily and people can let their emotions get the best of them. The balancing idea would be a good way for things to be smoother and less drama could ensue.


FACTION COMBAT:

The first idea is that only Faction Leaders actually control Space Combat. There would be a strategy posted before hand. The amount of ships being used in the upcoming conflict and the reserved units ready to reinforce. The ground troops are also set with a strategy plan. If things are just tossed out so randomly, it could lead to a quick defeat without any plan. With soldiers or members of the faction, they can RP normally as the shift in front lines are controlled by either a Moderator or by another system that has been placed in.

FACTION TIERS AND TECHNOLOGY:

To prevent people from making heavily overpowered species and technology. The idea is that there would be Tier Levels. 1-10 to be exact. If everyone starts reaching Tier 10, we just add more. The idea is that with each tier level, new forms of technology will be available. With each tier upgrade, factions can bring in more fleets and more reinforcements if needed. All new factions, since they have only one planet, they start at Tier 1. The current species or factions get "Grandfathered" and assigned a Tier Level based on their Technology and history. This prevents random conflict on the site as a Tier 1 will not beat a Tier 10 in conflict because of superior technology and or strategy.

PLANET OCCUPATIONS:

To prevent people from going nuts in taking over almost every planet. Each Tier can only control so many systems. The reason is because of resources. If they control to many systems, it could lead to losing profit instead of gaining a profit. Each Tier will have an increase in the ability to control more systems.

Tier 1: 3 systems
Tier 2: 4 systems
Tier 3: 5 Systems
Tier 4: 6 Systems
Tier 5: 8 systems
Tier 6: 12 systems
Tier 7: 15 systems
Tier 8: 17 systems
Tier 9: 20 systems
Tier 10: 25 systems


Using these ideas can keep stats and point systems away.
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Public#2PostSubject: Re: Faction's / Fleet Combat Balancing idea   Fri Jan 20, 2017 6:35 pm

Like the idea! 

Just to add, for space combat it could also be the highest ranking members (e.g. officer status etc) that are able to control the battles depending on the size of the faction encounter/battle, number of ships, number or people in the thread etc etc?

I.e. If there is a small encounter a officer could play the thread instead of the faction leader, this gives autonomy within factions.
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Daniel Almis
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Public#3PostSubject: Re: Faction's / Fleet Combat Balancing idea   Fri Jan 20, 2017 9:59 pm

@Defaox wrote:
The first idea is that only Faction Leaders actually control Space Combat. 
This is good, although also allow Faction Leaders to designate a specified 'Admiral' or Naval writer if they don't want to personally write ship combat.

@Defaox wrote:
 Each Tier can only control so many systems.
This is 100% the best idea.
Expect this to be implemented when Factions are completed!

Overall nice write-up and ideas, Staff will debate about it all!
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