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About This Page About This Page: This is a discussion on Multifaction Squads - Bad idea? within the Jumpgate Evolution Suggestions and Ideas forums, part of the Jumpgate Evolution Forums category, at Joystick Required Forums. I have been a member of multiple squads, some multi-faction, some faction only. I have often thought to myself that multi-faction squads really go against the backstory of
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Old 07-09-2007, 10:37 AM   #1 (permalink)
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Multifaction Squads - Bad idea?

I have been a member of multiple squads, some multi-faction, some faction only. I have often thought to myself that multi-faction squads really go against the backstory of Jumpgate. Would Octs really want to hang around with Sols? Or would they rather eat Sol babys for breakfast?

Removing multi-faction squads would have some interesting effects on Jumpgate. I'm not advocating that it be done, but I did want to toss the idea out there and see what other people thought.

Some benefits:

1) Creates 3 distinct sides for PvP, which would ensure one side never gets too strong. (eg Planetside)
2) Gives players a stronger tie to their faction.

Some disadvantages:
1) Current Multifaction squads would face some tough decisions
2) Pirate squads would need something to maintain their viability.
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Old 07-09-2007, 11:16 AM   #2 (permalink)
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Re: Multifaction Squads - Bad idea?

IMHO, there should be three types of squads. Factional, Pirate and Privateer.

Factional Military squads can only consist of pilots from their particular faction, they get military ranks instead of the civilian ranking system. They get access to factional military information and they receive their orders from their perspective faction.

Pirates can be a mixed squad from different factions. They dont receive the benifits of their faction and their rankings are based on pirate ranks.

Privateer are multifactional squads that are not military oriented, however they can elect participate in anti-pirate or anti-factional PvP, however they do not get the pirate tools that are reserved exclusively for pirates or military tools that are reserved for military squads. This would take care of multifac squads like new dawn, etc.

Some aspects of Jumpgate Classic have to change in order to make a more dynamic universe. I believe this would go a long way into solving that issue as it would also help address some of WileE's ideas about how PR is generated between factions.

Also, this doesnt have to be the only three. It can be incorporated into quite an array of different squad types. But Yes, I think a factional PvP military squad should be forced to be from that faction. You cant very well be a Quantar defender, flying around in a Nix having to fly all the way back from Oct space after you pod. That sort of thing ruins the whole idea of the three faction storyline and hurts RP and general gameplay.
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Old 07-09-2007, 02:44 PM   #3 (permalink)
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Re: Multifaction Squads - Bad idea?

das IMO to have truly functional multifactional squads you have to have a way to Opt-out of your born-in faction which presupposes another faction you could migrate to.

I keep falling back to how it's been handled in so many Sci-Fi books by different authors. Government, Corporations and Independents for the civilized folks; hostile aliens and pirates for the uncivilized. Among the Government ranks you would see mostly the Military/Police to fight hostile folks and keep down the lawless element and Service folks *ambulance drivers, firefighters, possibly explorers?*. Corporate would be accumulation of resouces, factories and production, major haulers/transportation etc. Independents would do the small scale exploring/prospecting/mining and hauling. Heck, you could even throw in Churches (okay, I don't know how that would play as a PC) and Universities to do like R&D, artifact research, information purchase and sale, etc.

At any rate, more choices to me means improved game play. Obviously in Jumpgate Classic there is a long history of multifactional squads (despite the current difficulties). I hope Jumpgate Evolution will continue to support and encourage multifactional RP.
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Old 07-09-2007, 03:00 PM   #4 (permalink)
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Re: Multifaction Squads - Bad idea?

I dont really see a problem with multi faction squads (TRI squads). Neither do I see a problem with mercenary squads nor with pirate squads beeing multi factional. Id consider them non factional rather then multi factional.

Question is how you differenciate a TRI squad from a merc squad.

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Old 07-09-2007, 05:23 PM   #5 (permalink)
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Re: Multifaction Squads - Bad idea?

I also don't see a big problem with multi-factional squads. I don't care if MACK has a Quant pilot, or whether feldman is in Sol Navy, or an Oct is in Brotherhood.

Anyway, how would you stop it? You'd need to introduce mechanics that make it difficult to cooperate with people not of your faction. Otherwise, they'll just get on Ventrilo, hop onto a private F5, and play as a group.
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Old 07-10-2007, 02:46 AM   #6 (permalink)
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Re: Multifaction Squads - Bad idea?

Your having a laugh aren’t you come on now admit it, if you cant have multi faction squads then….. No this is such a stupid idea that I really can’t find the words to express it.

Quote:
Some disadvantages:
1) Current Multifaction squads would face some tough decisions
Like what game to play next
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Old 07-10-2007, 08:20 AM   #7 (permalink)
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Re: Multifaction Squads - Bad idea?

Quote:
Originally Posted by Liet View Post
I also don't see a big problem with multi-factional squads. I don't care if MACK has a Quant pilot, or whether feldman is in Sol Navy, or an Oct is in Brotherhood.

Anyway, how would you stop it? You'd need to introduce mechanics that make it difficult to cooperate with people not of your faction. Otherwise, they'll just get on Ventrilo, hop onto a private F5, and play as a group.
Darn straight. And not only that, but as far as backstory and RP and all that mush goes, I would be more surprised to find out that there isn't a single pilot who doesn't have some reason to fight his own faction.. and if you don't agree with somebody in your own faction.. well, the enemy of your enemy is your friend.

From both logistics and from RP, it makes sense to have multi faction squads.

At least, that's my read on the subject.
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Old 07-11-2007, 02:34 PM   #8 (permalink)
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Re: Multifaction Squads - Bad idea?

I know a lot of players want to be part of a multi factional squad, but a lot of design issues would be solved if you were able to segregate off 3 separate groups within the game.

I dont see this being a reality, and problems will still persist...such as Octavian members of another factional squad stripping stations, and "gaming the game"
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Old 07-11-2007, 05:59 PM   #9 (permalink)
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Re: Multifaction Squads - Bad idea?

I think you should be able to choose your where your loyalties lie (either by active choice or by ramifications of your PR affecting your actions). I think TRI should be a separate faction that flux hunters can swear loyalty to, and pirates and rebels could sever their factional ties (and insurance) at GBS or hyperial.

I'd go as far as for your loyalties to dictate how features operated (f1, and where you can dock, what AI shoots at you, etc). Squads should have to all be of the same loyalty. I.e. MACK can have a quant, but that quant has to have sworn loyalty to Solrain and turned his back on the Quantar faction.
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