M E A T B A G
Conquests were originally introduced -- but never utilized as a system that would allow two Major Factions to compete against one another over adjacent, neutral hexes. While this was an interesting concept, it was one never truly utilized by the member base, due to the lack of follow-through in the implementation process. The announced system was axed soon after, and we’ve been carrying on like we always have.
However, I’ve had a thought - I know, that’s a mixture of magical and dangerous at the same time. While there was a suggestion that was made earlier on this year that was intended to spice up the map game, there were a few things that were heavily biased towards the passive expansion of a Major Faction. That raised some concerning points, as the only way to stem that three-hex growth is through an Invasion, or a minor faction initiating a Rebellion - which can only stem a Major’s ability to claim hexes by a factor of one.
Sure, there’s a lot of space on the map, but to me, there has to be something that could be done to help further stem the tides of that inexhaustible Dominion train. Something that serves my selfish needs as a mercenary - where I can wage wars in a meaningful way, rather than through the skirmish system; which basically gets ignored or declared as non-canon by any Major Faction. While utterly biased in my favour, something like this soon-to-be mentioned idea would also work perfectly for other “larger” Minor Factions to make a difference in the map game.
Thus, my proposal is to bring back Conquests - but in a new form.
Could you imagine the stories and conflicts that would arise from a “large” Minor Faction waging war against their significantly larger kin in an effort to destabilize a Hex/Sector/Region? It could be that a large mercenary outfit was hired by another faction to destabilize another faction’s control on a vital sector, or a large influx of criminals/pirates start taking out your faction’s officials - leaving the region as a lawless haven. The same could be placed towards the various brotherhoods of militant Jedi, seeking to cleanse the galaxy of their evil kin - but lack the resources to consider themselves a major faction. The possibilities are positively endless!
However, there have to be some restrictions to this, as I know what it’s like to go through the successive cycle of back to back Rebellions. They’re draining when you encounter someone that wants to mess with your faction, simply because they can. With that being said, I think if these Conquests could occur every 60 days - much like the Mandates - it would allow for some great RP opportunities between a Minor Faction and a Major Faction that would have some interesting, if not lasting effects on the site’s Map.
So, this leads to the Hexes themselves. What ones should be open to these Conquests? Well, honestly speaking, I believe that the frontier ones would be best. While I’m sure that those Minor Factions would love to target the central systems or even the capital hex of a Major Faction, it wouldn’t really be feasible when you take the OOC ship limits and resources into account. The IC angle there could easily be that the Core Systems of a Faction are heavily defended, and would require a monumental amount of war material to embark on and accomplish - so the Minor Faction would be forced to assail the Major’s outermost reaches, where they’d ideally be lightly defended in comparison.
I’d hope to keep these Conquest(s) different from Rebellions by opening up what Hexes a Minor Faction can attack, rather than just leaving it to what Dominion’s were launched by a Major Faction in a Calendar month. It’d allow a Major Faction to utilize any Codex submissions they’ve made for those worlds that have gone unmolested by the ever-shifting struggles of Empire-building.
Now, as a further addition to the requirements, I believe that a Conquest should ideally have the same judging criteria as a Rebellion, including a population count for either side - as minor factions tend to have one or two people within their bounds, and those groups shouldn’t be able to launch Conquests. I’d say that a minimum of Five would be the best, as that would see to the thread garnering some steam, and allowing for both sides to play out their parts in the overarching story.
So, to recap for those that like to skim lengthy, and wordy posts ( )
Reworked Conquests:
Cheers!
~ Khonsu Amon.
However, I’ve had a thought - I know, that’s a mixture of magical and dangerous at the same time. While there was a suggestion that was made earlier on this year that was intended to spice up the map game, there were a few things that were heavily biased towards the passive expansion of a Major Faction. That raised some concerning points, as the only way to stem that three-hex growth is through an Invasion, or a minor faction initiating a Rebellion - which can only stem a Major’s ability to claim hexes by a factor of one.
Sure, there’s a lot of space on the map, but to me, there has to be something that could be done to help further stem the tides of that inexhaustible Dominion train. Something that serves my selfish needs as a mercenary - where I can wage wars in a meaningful way, rather than through the skirmish system; which basically gets ignored or declared as non-canon by any Major Faction. While utterly biased in my favour, something like this soon-to-be mentioned idea would also work perfectly for other “larger” Minor Factions to make a difference in the map game.
Thus, my proposal is to bring back Conquests - but in a new form.
Could you imagine the stories and conflicts that would arise from a “large” Minor Faction waging war against their significantly larger kin in an effort to destabilize a Hex/Sector/Region? It could be that a large mercenary outfit was hired by another faction to destabilize another faction’s control on a vital sector, or a large influx of criminals/pirates start taking out your faction’s officials - leaving the region as a lawless haven. The same could be placed towards the various brotherhoods of militant Jedi, seeking to cleanse the galaxy of their evil kin - but lack the resources to consider themselves a major faction. The possibilities are positively endless!
However, there have to be some restrictions to this, as I know what it’s like to go through the successive cycle of back to back Rebellions. They’re draining when you encounter someone that wants to mess with your faction, simply because they can. With that being said, I think if these Conquests could occur every 60 days - much like the Mandates - it would allow for some great RP opportunities between a Minor Faction and a Major Faction that would have some interesting, if not lasting effects on the site’s Map.
So, this leads to the Hexes themselves. What ones should be open to these Conquests? Well, honestly speaking, I believe that the frontier ones would be best. While I’m sure that those Minor Factions would love to target the central systems or even the capital hex of a Major Faction, it wouldn’t really be feasible when you take the OOC ship limits and resources into account. The IC angle there could easily be that the Core Systems of a Faction are heavily defended, and would require a monumental amount of war material to embark on and accomplish - so the Minor Faction would be forced to assail the Major’s outermost reaches, where they’d ideally be lightly defended in comparison.
I’d hope to keep these Conquest(s) different from Rebellions by opening up what Hexes a Minor Faction can attack, rather than just leaving it to what Dominion’s were launched by a Major Faction in a Calendar month. It’d allow a Major Faction to utilize any Codex submissions they’ve made for those worlds that have gone unmolested by the ever-shifting struggles of Empire-building.
Now, as a further addition to the requirements, I believe that a Conquest should ideally have the same judging criteria as a Rebellion, including a population count for either side - as minor factions tend to have one or two people within their bounds, and those groups shouldn’t be able to launch Conquests. I’d say that a minimum of Five would be the best, as that would see to the thread garnering some steam, and allowing for both sides to play out their parts in the overarching story.
So, to recap for those that like to skim lengthy, and wordy posts ( )
Reworked Conquests:
- Minor Faction vs. Major Factions.
- One Hex is attacked every 60 days.
- (Attacked Hex can only be Border Hexes.)
- Same Judgement Requirements as a Rebellion.
- Minimum Member Requirement: Five (Must all post within 72 Hours, or risk forfeiting the hex or the thread to the opposite side. Same as Invasions.)
- One Major Faction may have One Conquest launched against them by One Minor faction at any time, other will have to wait until the 60 day cooldown resets.
Cheers!
~ Khonsu Amon.