Star Wars Roleplay: Chaos

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Wild West Ruleset Update #5: Mandates

[member="Valiens Nantaris"]

Roger. That seems like a pretty effortless method for preventing abuse.

As an aside, I do think a mandate for a faction employing mercenaries/bounty hunters would be cool, in reference to ally spots (might also help bolster that side of site writing).
 
Mandate: United Front
Strength: Two major factions temporarily combine their assets to target another, both factions must have this mandate.
Weakness: Each faction is limited to one dominion a month.

Special thanks to [member="Ara Ren"]

Mandate: Planetary State
Strength: Major factions with this mandate may create vassal states for minor factions within their cloud of influence.
Weakness: The second dominion in addition to the third rebellion may be targeted by Rebellions.



[member="Tefka"], [member="Valiens Nantaris"]
 

HK-36

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

So the Droid Army Mandate actually seems pretty useless for a Major Faction that has a lot of Droid or AI characters in it from how I understood it.

For example if Metal Lords were invaded, because we have a good portion of droid, AI, and cyborg characters on the board, the characters who would offer us aid and fill up our Invasion Requesting Aid slots would probably be organic, so the Mandate would not affect them even though ICly we actually have mostly droid armies.

I would suggest that the Mandate would be changed so that droid and AI characters coming as allies from a faction with this mandate do not count towards Faction Requesting Aid slots for other factions, that way it would promote for factions with this mandate to "hire out" their droid armies to other factions as mercenaries and supplement to their forces, much like it was done in canon, because they would get additional aid on top of the Faction Requesting Aid allies. Or this condition could be added on top of the existing one.
 
Mayhap a capitalistic idea:

  • Companies made within the Influence Cloud of this faction have a chance to grow faster than else where, for (fill in blank) reasons. They can progress to Tier 4 easier than others, though requires they stay within the Cloud for (fill in amount of time).
I know from personal experience, this would be something at least three other writers and myself could jump on. It could be handled easily as well. A company puts a tag saying CC (Capitalist cloud). Then it is watched, and any time found to be breaking rules can be regulated.

Maybe lessen the requirements for major projects, or amount of requirements lessen but require a different stipulation. Such as:

  • (Blank) number of threads per each tier is removed, however a plot twist must be iincluded in each thread. Such as major corporate espionage occurs, potentially ruining a company, so the staff must rush to fix the problem. Or a planned theft is set in motion, involving bringing explosive materials inside of the headquarters. You must get the hostages out and defeat the invading team, through hostile means or otherwise.
Basically my idea, if my jumbled mess of an idea isn't comprehensive, is to make a mandate specifically toward tier growth being easier. No major jump in tier, rather making it more interesting. Plus in the same way the dice roll is handled could be applied. Give a few options per roll to pick from for each thread.

Then of course there would still be the product option (x number of mass for growth)
 
Grand Admiral, First Order Central Command
Suppose a Major Faction takes over a region and rolls with the Capitalist mandate, could T2 Corporations in said territory freely upgrade to T3?

It's gamey, but as written there exists the possibility of people just making new corporations to replace old ones in said territory if they don't want to bother with tiering up.
 
Since quite a few people seem adverse to the idea of Flashpoints, perhaps create one that gives a Major Faction a chance to semi-opt out? Not complete immunity but enough to make those who dislike the idea of them a little more comfortable in these chaotic times? I'm piggy-backing a bit on the "Casino Royale" Mandate idea.

Mandate: Orderly Conduct
Strength: This Major Faction is immune to Flashpoints on Dominions and Invasions initiated by them, unless otherwise requested.
Weakness: When a Rebellion or Invasion against this faction initiates a Flashpoint, two modifiers will be applied.

Just spit-balling here but maybe something like this could appease both camps? I'm still considering alternative weaknesses.

Offers cookies.
 
[member="Valiens Nantaris"]

Not sure since this isn't EU4 although everything thus far seems to want to point it in that direction...

Usually, minor/vassals give influence while providing money, and forces typically at the cost of independence. Congolormates may work better for it instead of minor factions given they have more power/sway than minor factions do on the board. Through aligning / union with the appropriate major faction thus still subjecting the influence cloud to rebellions as those conglomerates can influence the minors to want their independence striking the rebellion, but alas. I'm only really pawing around with the idea not sure what else anyone else could add or change.
 
[member="Ria Misrani"]
Hmm, as much as I'd like to add in more EU4 stuff, I don't know if there's anything practical we can do.

The one sub block we can include is companies, but we've covered that with another Mandate.

If you think of any ideas which would work with our current systems, do let us know.
 

RIP Carlyle Rausgeber

"It's all been bloody marvellous..."
Alright, so I was just on the dunny and had a few thoughts for more mandates.

Mandate: Banana Republic
Strength: A Major Faction which chooses this may have one other Major Faction, or three Minor Factions contribute to it's dominions.
Weakness: All dominions are now vulnerable to rebellions

Mandate: Xenophobic Conquerors
Strength: A Major Faction which chooses this mandate may dominion up to five times a month.
Weakness: Four of the dominions can be subject to rebellion, and no aid requests can be made.
 
[member="Loray Tares"]
Loray Tares said:
[member="Valiens Nantaris"]

Roger. That seems like a pretty effortless method for preventing abuse.

As an aside, I do think a mandate for a faction employing mercenaries/bounty hunters would be cool, in reference to ally spots (might also help bolster that side of site writing).
I really, really want two more mandates. One that includes bonuses for Bounty Hunters, and one that includes bonuses for non-force users.
 
Carlyle Rausgeber said:
Strength: A Major Faction which chooses this may have one other Major Faction, or three Minor Factions contribute to it's dominions.
How does this differ from:

INVOLVING OTHER FACTIONS


Other Major or Minor Factions may not interfere with a Dominion thread. They may participate as In-Character aid or opposition with the approval of the Faction Admins/Owner of the Major Faction undertaking the Dominion
 
The Admiralty
Codex Judge
Science Dominion
Strength: This nation has figured out a way to neutralize the Force through science- within its territory the Force cannot be used, similar to how ysalamiri function.
Weakness: It's a catch-all solution, meaning allied Forcers have the same issue as potential invaders.
 

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