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New Spawn
- Strengths: This faction cannot be invaded or rebelled.
- Weaknesses: Only available as a first Mandate for newly minted Major Factions. Lasts only for the first 30 days of the Major Faction's existence. Cannot be re-used if Faction goes minor or gets recalled, and then becomes Major again. Faction cannot invade during the 30 day window.
Scherezade deWinterhttp://starwarsrp.net/user/17618-scherezade-dewinter/
I'd like to think there is an unspoken rule on leaving the new Major factions alone for a short while so that we as the other map incumbents can respect that they too are trying to write and develop a story. We've seen what happens to Majorfactions that try too hastily to invade other people and be a dick about it (ie The Jen'ari), and we've seen what happens when a Major faction tries to hit a new one without thinking it through or even attempt to contact the other faction to write up a mutually beneficial story of some sort (ie The New Republic). I don't think this is necessary assuming the new Major faction was doing something stupid like trying to hit a larger faction and not expect to be hit back.
That unwritten rule might exist, but we have seen it constantly ignored during the 2019 invasion season. For all we know, it may continue to get ignored in the future. This is a small and temporary protection that new Major Factions can choose to wield upon themselves.
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Population Control
- Strengths: Once every 60 days, this faction can choose to give up on of its hexes and hand the option to choose a hex to another faction.
- Weaknesses: Receiving faction is still limited to gaining 3 hexes total per month. Receiving faction must have a smaller amount of hexes than the giving faction. Received hex is open to rebellion for 10 days.
It's a neat idea, but at the same time, one has to ask the question of why? This would be under the assumption that the two factions have touching borders. At that point it would be a matter of why not just do diplomacy threads while having the benefits of a different mandate?
The assumption is incorrect; the actions do not have to border each other. I see this more as a strategic way to play the map game; a faction gains a hex, but the faction that is the reason they gave it can gently nudge people to go rebel it, for example.
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Contagious Assault
- Strengths: When this faction invades, it can choose an additional neighboring hex that will be included in the invasion.
- Weaknesses: When this faction gets invaded, the invading factions can automatically choose one additional neighboring hex that will be counted in the same manner.
This is not a bad idea, but this is very nice in my opinion. If you wanted to include a neighboring hex, what benefit does this provide apart from giving a more spread out invasion where there are less people delegated to a planet. There is no benefit in targeting another hex unless the stipulation is that the attacker if they win the invasion takes both hexes. This applies for the opposite as far as the weaknesses go. What benefit or point is there?
The map game, for better or worse, is incredibly slow. This is something small that can speed it up just a smidge if a faction chooses to make use of it, but the danger of doing so is tangible.
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Passive Expansion
- Strengths: Every 3 months, gain a hex without needing to do a dominion for it.
- Weaknesses: You may gain the hex passively only if your faction did not participate in invasions, skirmishes, or fights against other factions within those three months (regardless of whether your faction is the aggressor or the defender).
As was demonstrated in some past suggestions, some people were not very receptive to the idea of passive hex gain. This just encourages turtling like no tomorrow for the addition of a single hex every 3 months key factor here being over 90 days just to get 1 hex while basically telling your entire faction they aren't allowed to write any stories with other factions. This needs extensive rework before even being remotely considered as useful or beneficial, not just to the map game, but to storytelling in general.
Yes, and I was against the passive gain because of
how people recommended to go about it. This is a small idea of how something like this might work for some people. It doesn't discourage inter-faction RP, but it does give a much stronger emphasis on diplomacy and friendly RP's rather than PvP.
I don't expect all of these to go through. Hell, if site staff accepts just one I'll call it a victory
[member="Kor Vexen"]