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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
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Factional Warefare in a Discontinous Universe
Using my concept that the Conflux ran us out of our old sectors a long time ago *we've lost our maps*; each faction is surrounded by unreg space *there's a bunch of sectors we've never been to* and regulated space is rather circumscribed *only a couple of stations and a dozen sectors or so*, here is another proposal for Jumpgate Evolution.
In my two previous threads (Mapping Missions/Discoverable Space & Beacon FMs) I postulated that the factions were seperated by a lot of unreg space (6 to 12 sectors?) and no one had a map *yet*. How then could we have factional warefare at the very beginning? I understand there are going to be a bunch of the warriors who will want to be able to fight pretty much from the Get/Go. My best way to surmount this obstacle is to use the anomalies plus the old Gate Key concept (that originally allowed pilots to enter flux space and return). It would have to be a ECM so as not to waste a Modex slot on a combat ship. Or they could have a Logistics Ship with all the combat ships temporarily attached or docked to it, and let IT do the gate key thing. Once in an outer sector at the edge of the other faction's space, the combat ships would launch from the logistic ship. Since the logistic ship is their ticket home as well as their source of R/R/R, it would become the primary target of the defenders. This serves to give us factional warfare pretty much from the start (possibly with GM conivance/cooperation?). Once the sectors of unreg between the factions are mapped out, factional warfare could revert to the current mode most of the time! As a RP solution to the loose ends my concept causes (why would pilots give up the short/fast route for a longer route?) there are a couple of ideas. The faction-to-faction jumps would require a Gate Key. The RP solution is that either the Gate Key production causes some kind of problem or the anomalies involved become more and more unstable as time goes by (i.e. the longer routes get mapped out) and eventually will no longer deliver a pilot using a Gate Key to another factions space, but to some random location anywhere in the universe and when the Gate Key is used to return, it no longer delievers you to your original starting point, but another random sector. The Logistic Ship/Gate Key concept will mean the attacking forces will have one very serious vulnerability. If the ship gets destroyed, there's no way home. The Logistic Ship should NOT be a major combat ship in this scenario, although I'm cool with giving it Defense Turrets, or some other solution so it's not automatically dead meat. It also gives the defenders something to fight FOR. Destroy the LS/GK and you pretty much win. The attackers don't know the way home; they can't R/R/R at any of the enemy stations, so the only way home is a pod ride. There also needs to be a RP to go to this much trouble as well and I admit I'm sort of at loss. Would just the fun of fighting be enough? Or would there have to be some form of "Award" or benefit for the combat? Perhaps some building in the "designated attack sector" like the Depot Station that Tritian suggested would work. With something you would have to dock to get that would allow you some advantage or at least a Combat Battle Ribbon or award. Sort of a "Capture the Flag". If the attackers got it and managed to return to their space they WIN. If they don't get it, or their LS/GK is destroyed they LOSE. The Battle Ribbon would not be the standard MT mission ribbon or Ace medal. Not just "I shot umpteen Oct/Sol/Quant" but I was a part of x number of battles and this is the medal I got for being involved and THIS one is for being a part of the winning team. Okay PvPers, have at it. Anyone else as well. |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 795
![]() ![]() |
Re: Factional Warefare in a Discontinous Universe
Addendum: Alternately the Logstics Ship could either be GM controlled or AI controlled. Remember how in Dune the Spaceguild controlled all interstellar traffic? Didn't MechWar have something similar? I remember in the books they had to hire interstellar transportation. And the limitations this placed on warmaking?
I don't know what level of GM involvement we will have in Jumpgate Evolution so this idea may not be practical. Combat sorties are generally a spur-of-the-moment kind of thing for the most part, so having to get a GM involved might not be a good idea. If it was AI piloted, there could be some great cost involved that would be refunded if you succeed, but would cause serious financial hardship on a losing squad. The loss of "flag" substitute would have to put some financial or production burdon on the defenders if they lost, but not like blowing up a Naval Yard or Custom Producer where rebuilding or FMs would be required. My whole concept may be too difficult or limiting for the aggressors to be practical. It would be great for the defenders, but haven't defenders always held the advantage historically? Especially since aggressors nearly always have the choice of timing their attack, etc. I don't know. What do the real combat pilots think of it? Once space was all mapped out (if my concept was utilized) we could go back to what we have now pretty much, just longer distances between factions. |
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Re: Factional Warefare in a Discontinous Universe
Just a point of BT Lore (MechWar as you call it), during the 4th succession wars in 3025 there was a truce that disallowed the engagement of capital fleets. Aerospace and dropship assets were still on the table however.
Once the clans invaded decades later, that truce was dissolved as capital ship production was ramped up. In fact the stoppage of the clan invasion was due to a successful suicide attack on the main clan capital class warship. As far as your ideas go, I am not sure how it would all balance out. There seems to be a lot of variables and not enough controls on the game design. |
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