Mantic Dorn said:
The major faction sets the "tone" of the dominion and the rebels will have to be creative and find their rebel support in the dominion story frame-work.
Rather new to SWChaos still but I'm going to throw my $0.02c here - I largely agree with the statement of [member="Mantic Dorn"] above with regards to story. Below are my own personal opinions regarding the Map and Faction Dominion/Invasion play.
- I agree with the notion that the Map's end goal will result in PvP (Invasions of course) - and that Dominions (Tier 1) are a great way for those who enjoy PvE (and not PvP) to be given a chance to help out their Factions.
- Tier 3 Dominions should most definitely carry Risks because they grant the largest rewards (and can be used to punish greedy factions, much like a figurative Empire taking too much land without settling its newly-added/conquered citizens).
- The main cause of all issues people mention I find stems from Tier 2 Dominions - since it is the transformation from a PvE thread to a PvP thread - and has the potential for other factions to bump it to a Tier 3 with ease. This is an RP board and world, and in the end everyone loves their story and wants a fair (and fun!) treatment of it. To be part of a story that they help create + enjoy.
My solutions/suggestions (as unwieldy as they may be since I do not know how busy this site can be at the Moderator/Judge level - and I also may still not understand certain aspects of how Dominions work) are as follows:
1) A Faction in the midst of a Dominion should have the ability to
try and attempt to
resolve the Dominion once it enters Tier 2. This can assessed as "Blockade the planet and try deal with all opposition before it spreads out into the Entire Sector (Tier 3 prevention)", or "Draw ships back to the singular planet(s) (Tier 1/2)". Anything that fits the story of the Dominion - which would have to be a viable reason approved by others/judges.
This choice would also have to be made early (after gauging possible rebellion risks, around post 120) as the Faction would have to make its decision whether to try and solidify its T1/T2 gains, or go for T3. The former would have to be accomplished in the gap between 110 - 150 posts, and if it reaches the 149th post before the time-limit the Faction Leaders will have to come to agreement over who won (if the retreat/action was successful) - or bring in a Judge in to set the planet forth as Claimed or set to start a Rebellion (begin 150th post). This would give those with a preference for PvE a chance to finish up their stories and attempt to end them without a Rebellion occurring.
This also hopefully solves the problem of any faction being able to chain-post a Tier 2 Dominion into a Tier 3 (and thus Rebellion) without consequence and gives the initial Faction a chance to regroup and shake their losses.
2) If a Rebellion does begin in the Sector it should have a
purpose. This should be set by those instigating the rebellion (which should be shaped by how the Dominion went during posts 110->150) and it should
fit the story of the Dominion itself. Such as Slave-Masters wanting to reclaim their lost property - or perhaps Factions wanting to keep the vital resources on that planet - or to save a special player who got captured. The list goes on and on. Even for something as simple as revenge for the death of a noble. Faction Leaders should discuss with each other to determine a Rebellion story they
both like - and if not, then a Judge should come in to advise and be the final authority.
If I missed any details that might already be done in standard Dominion practice do let me know. I definitely believe Rebellions should be a thing in the universe of SW - though I think their story should have equally as much value. Hopefully this is not too long of a post and can be read clearly.
[member="Tefka"]