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About This Page About This Page: This is a discussion on Faction Missions within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. I hate how faction missions are done in Jumpgate. Fly to the other station, take a mission, get somebody to broker commods, and repeat. There were suggestions to keep it
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Old 06-29-2007, 02:06 PM   #1 (permalink)
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Faction Missions

I hate how faction missions are done in Jumpgate. Fly to the other station, take a mission, get somebody to broker commods, and repeat.

There were suggestions to keep it more interesting. For example, mount a repair beam (or something else) and build it yourself.

Any thoughts, ideas how to do it better?
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Old 06-29-2007, 02:27 PM   #2 (permalink)
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Re: FM's

Yep, I have a few ideas..

Factions should be ran by an elected playerbase and they should have set term limits, say three months. The leaders of the factions should work with the GMs offline on the types of things that should be planned for each faction. This would allow the playerbase to control the destiny of the faction and not some mythical leader that you've never heard from again after reading the faction summary at pilot selection.

There should be two types of missions..

Faction Missions
Faction Missions should be passed down from the leaders of the faction to the factional playerbase with full GM support. Their goals should be towards the betterment of the faction. Housekeeping things that the faction needs done for it to succeed at day to day business. Scouting missions for dynamic resources, building a ore processing station, building an upgrade to factional produced goods, etc.

Also, building of large objects for one particular faction like ship docks, fac stations, etc. Should be done by fac missions. These should take a month or more to complete, with major resources allocated.

TRI Missions
TRI Missions should be handed down from the developers/GMs and all factions work toward their success. Their goals should be against conflux or other NPC threats that affect each faction equally. These can include things like building outpost stations and expanding the TRI universe into uncharted territory (if there is such a thing).

I agree that the old system was pretty bland when it came to completing FMs. They should be more creative, like in building a station you would need almost every commodity in the game and they should be dropped at the work site and other players should have to help put the structures together.

If thats too much work, it would still be cool to see NPC tugs and such working around the site. Maybe the flash of plasma torches as the thing comes together. It shouldnt just pop into existance either, you should be able to visually see the thing getting built.

That would be pretty sweet. I know this is more info than you prolly wanted, but Ive got a whole lot of stuff in my closet Ive been kicking around since EP2. Things that couldve made the game great.
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Old 06-29-2007, 02:32 PM   #3 (permalink)
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Re: Faction Missions

I agree that the way they are implemented isnt that grand and that brokering is totaly lame but FMs as a feature is great...

One of best things not combat oriented in Jumpgate history was for me when the Depot FMs where running... for each run the station kept growing.. that was sooo cool... really felt like we where building something in space...

So that part has to still be there..

But yes remove the brokering aspect.
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Old 06-29-2007, 03:00 PM   #4 (permalink)
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Re: Faction Missions

Good ideas. I agree.
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Old 06-29-2007, 03:20 PM   #5 (permalink)
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Re: FM's

First of all, I love FMs. I spent a lot of time on them during my time in Jumpgate, I loved the idea that I could personally make the TRI universe a better place by helping build X or improve Y, and thus become part of Jumpgate history.

Quote:
Originally Posted by alphabet View Post
Factions should be ran by an elected playerbase
I'd disagree there. I'd like to think that TRI pilots are TRI pilots, considered the elite amongst their lesser brethren (i.e. NPCs), so I would hate anything that elevates a select few above all others. I'd much rather see a poll held by NPC TRI officials (i.e. GMs in disguise) on the JOSSH board, say 'The Quantar government has a surplus of funds and considers building a new structure aimed at aiding pilots in their endeavours. We request advice and counsel from our pilots.' and then get a choice of selections, such as a mining depot or a new CP, or whatever.

The way they are conducted is a bit screwed up, that is true. I remember that a long time back they actually had the commodities that were brokered on the station used up/consumed by the station the FM was on, but that made the economy come to a grinding halt since there just wasn't enough supply to keep up with demand.

So, in order to change the way FMs are done, the economic framework has to be there first. After that, I don't think that there need to be too many changes, just somehow eliminate the requirement/desire for a broker.
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Old 06-29-2007, 03:37 PM   #6 (permalink)
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Re: Faction Missions

I disagree with you. The more I think about factions and ability of running them, I'm more supportive of the idea. It gives players more freedom. I will go even further.

Give players ability to create factions. You are not forced to be a part of the faction. You can create your own: Kingdom of Spam, Brotherhood of Roids, or Lamers of outer space. How cool is that?

Pilots making decisions on that will truely influence galaxy. Declare wars, forge alliances, build stations, blockade other factions, be a lonely wolf providing services that pay good. Or be an idealist and try to enforce your way of thought. So many levels of gameplay.....
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Old 06-29-2007, 03:51 PM   #7 (permalink)
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Re: Faction Missions

Quote:
Originally Posted by Radi View Post
Give players ability to create factions. You are not forced to be a part of the faction. You can create your own: Kingdom of Spam, Brotherhood of Roids, or Lamers of outer space. How cool is that?
Sounds to me like a choice between belonging to the People's Front of Judea and the Judean People's Front. I think that would create a massive amount of splintering that would be entirely harmful to the general RP and sense of community on the server.

But on the other hand, this is completely off-topic, too.
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Old 06-30-2007, 04:29 AM   #8 (permalink)
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Re: Faction Missions

Back to faction missions....the best thing about them is they let the new player know that the game is a living place that is growing and changing. Jumpgate has a history because things change. Pray they keep that concept in Jumpgate Evolution.
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Old 06-30-2007, 07:11 AM   #9 (permalink)
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Re: Faction Missions

I would like to see TRI removed.

I would like to see a more factionalist Jumpgate then it is now.

Also make Factions more diverse then they are now.

Faction missions should be a thing that can either succeed or fail. Depending on players and time to finish the mission.

Also.. Faction missions should all start together. Let say Oct set FM to build Gun X CP in OP. Sols and Quant get this missions as well at the same time. The one that finishes first wins and gets the Gun X CP. But instead of just depending on Miners and Haulers to haul ore/commods to finish first. The enemies CP construction can be disrupted by some kind of Nuke attack. This could delay the enemies FM by a Day or 2.

3rd. When a Faction wins the mission. And the CP is built, then the other Factions can Destroy it by a massive attack of some kind. This again enables the CP to be set as FM in all 3 factions to be built again. Good, if like sols really wanted Guzzler CP in their territory.
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Old 06-30-2007, 07:50 AM   #10 (permalink)
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Re: Faction Missions

Quote:
Also.. Faction missions should all start together. Let say Oct set FM to build Gun X CP in OP. Sols and Quant get this missions as well at the same time. The one that finishes first wins and gets the Gun X CP. But instead of just depending on Miners and Haulers to haul ore/commods to finish first. The enemies CP construction can be disrupted by some kind of Nuke attack. This could delay the enemies FM by a Day or 2.

3rd. When a Faction wins the mission. And the CP is built, then the other Factions can Destroy it by a massive attack of some kind. This again enables the CP to be set as FM in all 3 factions to be built again. Good, if like sols really wanted Guzzler CP in their territory.
Bad idea. The idea is to encourage PvP, not force it. It would also encourage a lot more civripping (blockades) and general nasty stuff.

Quote:
Give players ability to create factions. You are not forced to be a part of the faction. You can create your own: Kingdom of Spam, Brotherhood of Roids, or Lamers of outer space. How cool is that?
The more I think about it, the more I wonder if it will be abused or not. In addition, it could water down the importance of the current factions.

Quote:
Pilots making decisions on that will truely influence galaxy. Declare wars, forge alliances, build stations, blockade other factions, be a lonely wolf providing services that pay good. Or be an idealist and try to enforce your way of thought. So many levels of gameplay.....
This is what was truely missing in Jumpgate. Jumpgate lost it's magic when I realized that everything that was done was the result of the GMs pushing buttons.
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Old 06-30-2007, 08:10 AM   #11 (permalink)
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Re: Faction Missions

well the idea is to include Combat pilots into Faction Missions like the one I described. Civripping might happen. But the Reward of doing Faction Missions should be worth the risk.

Maybe even, as it is a Faction Mission and you are competing against other factions, you should be considered as a legal target no mater ship type. So haulers doing these missions should hire escorts. But again, The reward should overweight the Risk of doing these missions. it wouldn't be forced as you have the option to do these missions.

As it is now.. Its haulers who do most of FM, while combat pilots fight in DG and sectors around with no goal in mind. And how is that any good?
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Old 06-30-2007, 08:58 AM   #12 (permalink)
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Re: Faction Missions

What forces the fighting to occur is that you are forcing the factions to fight eachother. Sure, nuking the other faction's CP should be an option, but with the parameters you set, your basically stating 'Whoever completes it first gets it, everyone else, no matter how much work they put into it, doesnt get squat', from what I understand, if another faction is ahead of you, unless you want to throw out all your work on the FM, you are forced to nuke their CP.

It would be forced in that you are required to do these missions in order to get better equipment. If you lose, the other factions are given an inherant superiority over you. Theres no alternative to getting certain equipment.

Its like this: Imagine if only Octavius got the Heavy Fighter, because they supposedly 'won' the FM.

Civripping 'might' happen? More like Civripping -will- happen. Bounties be damned.
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Old 06-30-2007, 09:02 AM   #13 (permalink)
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