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New SJO Mandate - Opinions?

Stephanie Swail

Guest
Hi all!

Time to change our Mandate if you so wish.

We had Galactic Nomad, and it helped serve the purpose to move from Voss to Kashyyyk and, I think, has opened up so much more for us.

I thank you and congratulate you ALL again for your hard-work, patience and support during this transistion that we have made.

Now we can choose our next 3 month mandate. So. What takes your fancy? All views welcome, and we will discuss this with Staff to pick the one that makes most sense.

Things to consider:

- Our position in the galaxy (close to the Core)
- Our relationship and current interaction with allies (CIS, IE, GA etc)
- Our relationship and current interaction with enemies (GE, FO, TSE etc)

Where do you think we are strong? Where are we weak? How have we progressed recently with stories, and who do we see as key Factions for stories going forward?

Here is the list:

Droid Army
Strength: Droids and AI do not count against this Faction's Invasion Requesting Aid slots when defending or attacking.

--
Relentless Horde
Strength: This faction may invade two different Major Factions simultaneously.

--
Benevolent Dictator
Strength: Hexes adjacent to this Major Faction's Capital Planet hex are immune to Rebellions.
Weakness: The Capital Hex cannot be moved.

--
Capitalism Reigns
Strength: Companies established in this Major Faction's influence cloud may begin at or upgrade to Tier III.

--
Rapid Expansion
Strength: This faction may claim a fourth Dominion per month.
Weakness: The fourth Dominion claimed may also be targeted by Rebellions in addition to the 3rd.

--
Hermit Kingdom
Strength: Hexes this Major Faction owns may not be the target of Rebellions or Flashpoints.
Weakness: This Major Faction may only claim one Dominion per month.

--
Casino Royale
Strength: Once a month, this Major Faction may choose either to 1) re-roll any Flashpoint modifer of any thread it is involved in once or 2) roll a second time for an additional Flashpoint modifier on a thread it is involved in.

--
Frontier Exploration
Strength: The number of Dominions this Major Faction may complete a month is now equal to the number of Codex Location & Species submissions approved on planets within the Faction's Influence Cloud, at a maximum of 4. None of these Dominions may be targets of Rebellions.
Weakness: This Major Faction may not Dominion any planet from the Mid-Rim to the Deep Core, only the Tingel Arm/Unknown Regions/Wild Space/Outer Rim.

--
Galactic Nomads
Strength: Once a month, this Major Faction may abandon their current Influence Cloud & Capital Planet and relocate elsewhere on the map as if they were a creating a new Major Faction.
Weakness: The Major Faction may not use this Mandate's strength if the Major Faction is currently engaged in an incomplete Invasion, Rebellion, or Dominion.

--
Defensive Stronghold
Strength: This Major Faction has an infinite number of Requesting Aid slots when it is defending a hex it owns from an Invasion.
Weakness: This Major Faction has no Requesting Aid slots when it is Invading a hex.

--
Vigilante Justice
Strength: Bounty Hunters with at least one Player Character Bounty capture listed in their Character Biographies do not count against this Faction's Requesting Aid slots when defending or attacking in an Invasion.

--
Lawlessness
Strength: Characters with unclaimed bounties on their heads do not count against this Faction's Requesting Aid slot when defending or attacking in an Invasion.
Weakness: This Major Faction's threads are open to Bounty Hunters, regardless of their Faction. Private threads are excluded.

--
Neutral
Strength: None.
 
[member="Stephanie Swail"]

In the current invasion climate, Defensive Stronghold is a nobrainer to me. It's also in keeping with our principles as Silver Jedi.

None of the other mandates really bring us much benefit.
 
I think there are a few useful mandates.

The Dom ones, Corporate, Defensive and offensive mandates.

From those, we don't really want to burn out on Doms, so those aren't really needed and the SJO has no plans to go on the offence in the war states going on right now? As far as companies go, we're very well represented and seem to have no problems attracting people so I'd have to agree, defensive would help us a lot, especially if we get undue attention pulled our way.
 

Stephanie Swail

Guest
[member="Asaraa Vaashe"] We aren't looking to rapid dominion or go on the offence. We will help allies (any writers who want to help are welcome to) in invasions/doms etc but we have lots opening up locally and will work with writers to keep the development going.

Thank you [member="Jyoti Nooran"] and [member="Beltran Rarr"] also.

Keep your views coming! :)
 
So recently, the FWC considered switching mandates, with one of the choices presented being Capitalism Reigns. I'll say here what I said there.

Jyoti Nooran said:
Capitalism Reigns doesn't really benefit factions. I suppose the idea for factions using it is to attract activity, but I can get a free tier up in one of the influence clouds with Capitalism Reigns, and never have to interact with them ICily or OOCily.
As a personal example, I have a few companies in Collective space which uses the Capitalism Reigns mandate. My companies were already located on Kiribi, so I just took advantage of the mandate, and upgraded my companies, and to this day I have had no IC interactions with the Collective. Nice folks, but there isn't much connection between my characters and the organization so I don't write with them.

Fun fact, the SJO was actually the first Major to adopt Capitalism Reigns as its first mandate, when I was Faction Owner. I tried it out to see if it would attract any new writers, but it really didn't, for the reasons stated above.

Meanwhile, the SJO, and other factions have faced simultaneous or concurrent invasions recently. Unlimited allies aren't a sure bet for success, but they do help relieve some pressure in those events. It's just a nice piece of insurance.

There's also no requirement to accept every person that signs up as an ally, so keep that in mind.

[member="Valae Kitra"] [member="Asaraa Vaashe"] [member="Stephanie Swail"] [member="Beltran Rarr"]
 
Stephanie Swail said:
Defensive Stronghold Strength: This Major Faction has an infinite number of Requesting Aid slots when it is defending a hex it owns from an Invasion. Weakness: This Major Faction has no Requesting Aid slots when it is Invading a hex.
I'm really liking this! It makes the most sense and would provide us with the ability to summon allies for anything especially if the attention turns to us. I agree with Jyoti on the concept of it being closer to what the SJO is at heart.
 
I would agree with Defensive Stronghold as well. It give us the ability to keep up a strong presence when invaded, and also doesn't hinder any other areas significantly. Especially if the idea is that the SJO is less prone to invade other factions. Let the enemies come to you instead of showing up on their doorstep, build some solid defenses during the downtime, and then unlimited ally slots when the GE or some other Imperial faction pops in to say hi. Seems fitting for a Light aligned faction.
 
I'd also vote for defensive stronghold based on the faction's concept.

In regards to the Capitalism Reigns mandate, I think we can offer them a better alternative as a faction by simply having an organized group of us there to help them with company threads. While it's not an instant T3, we can be around to help them for that AND to get the higher tier up requirements, which aremuch more difficult to obtain.
 

Stephanie Swail

Guest
Thank you all for your views - if this stands, I'll make the new mandate application today for Defensive Stronghold. :)
 

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