Jumpgate Evolution: Factional Warfare Preface Game supported factional warfare has been something that a lot (but not all) players have wanted for a long time in Jumpgate. The issue is very touchy for some, and an absolute deal breaker for others. Back when EP2 came out without a robust factional warfare system, I lost a lot of pilots in the OEC due to inactivity. What game developers need to realize (and in this instance ND in particular) is that PVP in a MMO is the main driver for activity in the community. Having trading and industrial players is always essential, but the main engine of how great a game strives to be is how robust the pvp community is and all the drama it creates for the game. When I first started playing Jumpgate in the original beta test, there were no real factional squads. Azmyth told me that UZI started out as factional only (Oct), but due to lack of players at the time they switched over to multi-factional. The only reason I state this is that I have been a part of this factional trend since the beginning…and having personally provoked some of the most memorable wars in the US server, I am going to strap on my Ego Hat and say “I know what I am talking about”. I am sure Sol Navy will come in here and call me a buffon, and I wouldn’t have it any other way. Because that is the point…we are playing this game to compete with one another, and all the future stories that get created and told by the players. Special note: Please read this with an open mind about the future of Jumpgate Evolution and in particular server population. No factional warfare system will work if we have peak times of only 80 pilots. This system needs peak times of 1000+ pilots all fighting and claiming TRI space for their faction. Factional Warfare Goals A factional warfare system has to have meaningful goals and objectives for each team. The system cannot be in place “just to get some pew pew” in. Players are looking for a complex model that is easy and simple to understand. We get this by first stating what goals are important to factional squads, and how they relate to players in general on the server. Sector Control – Any factional warfare system must be based around sector control and not some sort of kill number stat which is easily manipulated by multi-factional squads. Sector control should provide the basis for all economic benefits and military objectives in the warfare system. Sectors need to have a longer ‘permanence’ as well so the map doesn’t change drastically within 72 hours. Stationary Sector Defenses – To facilitate a slower changing control of a sector (and hence the map), the system must have an extensive stationary defense structure that players can deploy to maintain the sector control. These defenses will be the focal point of attack and defense in fighting for control of the system. Economic Benefits – Any factional warfare system must provide economic benefits to the faction as a whole to make it worthwhile. Factional warfare should never be a monetary loss system for the victor…but a high risk vs. reward option in the long term for the faction. Squad and Personal Benefits – Additionally, there has to be tangible benefits for squads and individual pilots that take up the fight for their faction. Any factional warfare system needs to be based around squad participation…in fact, you must have a system that allows a squad to go against his faction as well, essentially joining the other team. What developers must realize is that players play the game for their squad mainly, and the faction second. Allow squad leaders to determine their own fate, and cast their lot for any faction they wish. Squads and pilot that perform well in taking and holding sectors in the warfare system must be rewarded for their accomplishments.