Star Wars Roleplay: Chaos

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Solutions that are not Map Reset

Alright folks, lets start working on Other forms of solutions instead of a map reset. Below are just some of my examples.

  1. Revisit Rebellion
  2. Increase in number of Member required for Major Faction Status
  3. FLs promote activity through active rp and plot within and with other factions (IE invasions and other campaign fun stuff)
 

Durotar

Nine Feet of UNLIMITED POWAH!
Shrink our current map down in proportion, to include Gree space and the Rishi Maze, etc... Maybe run into some Silentium.
 
[member="Strider Garon"]

I'm for whatever happens (I voted yes, so hate my face, damn you!), but I see both sides, feel both sides of this and will therefore still contribute to both sides of the discussion. So...

4. Monthly faction check-ins are not nearly enough - address stagnation by a 'time period activity requirement' that does not allow factions to simply hold territory for 3/4/6 months at a time and do nothing. Let's face it, we (as in we as factions) are not all friendly with each other, so what do, mate?
 

HK-36

The Iron Lord Protector (Neutral Good)
[member="Lucianus Adair"],


That's true, once every month HK hyper-launches a brick with a love poem aimed at Fringe capitol,


Kind of a confusing message but he does it when it's THAT time of the month for him
 
I think there needs to be some rule changes regarding combat. A huge problem is that many battles take weeks to conclude, not that I'm calling anyone out here -- I do it too -- but a huge difficulty is that there needs to be more options to engage in combat. Some people prefer squad-level combat, others prefer grandiose battles that decide entire wars in a few encounters. I believe that each caters to specific tasks, and perhaps that wars should be done like this:

Faction A and Faction B choose 5 objectives, RPJ assigns time to each. Failure to complete tasks in X amount of time results in a victory for the defender. If by X amount of days after declaration of war, that Faction A completes more objectives than Faction B, they win. If vice versa the opposite result. I know that might seem a bit cookie-cutter but it's just an example. A big problems is that war is just a state of existence, not an actual battle in its own right. Perhaps time should be based on stakes tossed in as well.
 
Alright folks, lets start working on Other forms of solutions instead of a map reset. Below are just some of my examples.

  • Revisit Rebellion
  • Increase in number of Member required for Major Faction Status
  • FLs promote activity through active rp and plot within and with other factions (IE invasions and other campaign fun stuff)
Alright folks, lets start working on Other forms of solutions instead of a map reset. Below are just some of my examples.

  • Revisit Rebellion
  • Increase in number of Member required for Major Faction Status
  • FLs promote activity through active rp and plot within and with other factions (IE invasions and other campaign fun stuff)
Solution to what? Whether it is a map reset or any of 50 other routes to be taken the biggest point is what are you trying to accomplish?
 
Anja Aj'Rou said:
I think there needs to be some rule changes regarding combat. A huge problem is that many battles take weeks to conclude, not that I'm calling anyone out here -- I do it too -- but a huge difficulty is that there needs to be more options to engage in combat. Some people prefer squad-level combat, others prefer grandiose battles that decide entire wars in a few encounters. I believe that each caters to specific tasks, and perhaps that wars should be done like this:

Faction A and Faction B choose 5 objectives, RPJ assigns time to each. Failure to complete tasks in X amount of time results in a victory for the defender. If by X amount of days after declaration of war, that Faction A completes more objectives than Faction B, they win. If vice versa the opposite result. I know that might seem a bit cookie-cutter but it's just an example. A big problems is that war is just a state of existence, not an actual battle in its own right. Perhaps time should be based on stakes tossed in as well.
This is along the right track.

Invasions need to be separated from duel fests, they need to be quick, decisive and earn you more than one planet.

But I've tried almost a dozen times to find a formula which works between the jealousies and vested interests and have failed. So if you can find a better solution, more power to you.
 
Emberlene's Daughter, The Jedi Generalist
well when it comes to factions doing things... usually it is judged by dominions and invasion. some faction don't care and would rather just have fun. Silver Jedi ignore everyone and nearly everything in favor of faction events people can join if they want in on. I really and on the fence because there has been so much work put into the current map and wiping it all away out of no where would seem a waste. (yes an event can happen but it would need to be drastic on par with Infinite Crisis over a Countdown style event. For comic fans both of those were large events with a near wipe in the end but it all came down to how it was handled.) I don't want to have a countdown where nothing really happens and it is a forced reboot that is how you get the New 52.
 
Emberlene's Daughter, The Jedi Generalist
Valiens Nantaris said:
This is along the right track.

Invasions need to be separated from duel fests, they need to be quick, decisive and earn you more than one planet.

But I've tried almost a dozen times to find a formula which works between the jealousies and vested interests and have failed. So if you can find a better solution, more power to you.
I liked your invasion rule changes and wish we had been able to make them successful. I might be able to find my one notebook from way back and bring in some of the invasion things we did on another site to tweak with yours. Maybe who knows
 
As for Rebellions, there's a very simple solution here.

  • Rebellions need x amount of writers, 3-5 sounds about right.
  • They can target any planet except the capital, but it must be approved by an RPJ to stop griefing.
  • The planet passes to the control of the rebels. They can now try to invade other territory and defend themselves if the big faction.
  • The rebellion is x months to gain enough people to be a major faction in their own right or the planet reverts to neutral.

One rebellion for a faction like the Republic or One Sith won't be too hard to crush, as in real life. But when several happen...or when combined with an invasion as well, then things get interesting. Big factions might get rebellions breaking out all over their territory and not be able to quell all of them.
 

Beowoof

Morality Policeman :)
Valiens Nantaris said:
As for Rebellions, there's a very simple solution here.

  • Rebellions need x amount of writers, 3-5 sounds about right.
  • They can target any planet except the capital, but it must be approved by an RPJ to stop griefing.
  • The planet passes to the control of the rebels. They can now try to invade other territory and defend themselves if the big faction.
  • The rebellion is x months to gain enough people to be a major faction in their own right or the planet reverts to neutral.

One rebellion for a faction like the Republic or One Sith won't be too hard to crush, as in real life. But when several happen...or when combined with an invasion as well, then things get interesting. Big factions might get rebellions breaking out all over their territory and not be able to quell all of them.
I support this and am actually a huge proponent for the reinstatement of rebellion rules.

However, the reason rebellions can't succeed is because battles are not written in a way that can be survivable by a smaller force, since the battles here have proven themselves to be just collections of duels. Quite simply, if your three Jedi and two troopers are up against the bigger faction's ten uber-Sith, there is no hope.
 

HK-36

The Iron Lord Protector (Neutral Good)
[member="Beowoof"],

We have an NFU in Protectorate who can take on 4 Master FU's on by herself, [member="Ven'Rain Sekairo"],


We would be willing to lend her to rebellions if the map won't be wiped.
 
Rebellion will work. Just need to stream line it much more then it is. Make objectives more achievable by the rebel factions, something like a handicap against the Major faction in question. Maybe like a member limit to the rebellion thread that will determine ownership.
 
This rebellion rule...you are trying to get a ton of little rebellions to pop up, and expect them all to turn into major factions? >.> Why can't major factions start rebellions themselves like in the old days. Send in agents to cause unrest. A rebellion starts. If successful, that territory breaks away and then sides with whatever parent faction started it. if the faction can't get to the rebelled area in a certain amount of time (either by invasion or further rebellions in other planets) then that territory reverts back to neutral.

This would be by far more believable, and not spread our writers thin by starting more factions that will just fizzle and die. Thoughts?

[member="Strider Garon"] | [member="Valiens Nantaris"]
 
Or allow minor factions to own a single system, neutral or rebelled. Either way.

If no change to invasions are forthcoming then simply limit characters to being in one invasion at a time, or having to write leaving one to go to another. Sure, some will gripe, but it means you can't blanket invade multiple planets with the same masters.
 

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