Community Input - Territory/World Ownership Mechanics

BioXide

Founder

Staff member
Lead Developer
Management
Jun 1, 2017
371
Portland, Oregon
Reactions
313 7 0
Guns of the Conclave
Service Points: 0
#1
Hello Citizens,

These threads give you the opportunity to assist the development of Mankind Reborn, we are a community driven game, so it's ideal to allow our community to influence the development of the game. Here's how this will work, we will work on the design of X feature internally, then bring up a community input thread to allow the community to voice their opinion and give ideas on the feature, we'll then grab ideas from both the developers and the community to further expand on the features and then finalize it in the Game Design Document, this is your time to shape the future of mankind! :)

Let's begin.

We've been designing our territory/colony capture while I finalize the first iteration of the hacking system, I'll just cover the high-level points of the mechanics to give you guys an idea of what we've been designing, keep in mind these have just been talks in the dev chat and haven't been set in stone yet.

- Each world will have x amount of territories that factions can capture, these can range from mining, markets, production, social (clubs, businesses, etc)
- Some territories might not have pre-built services installed and serve as a strategic point in the world, factions can also customize their territories by placing territory deployables (production, defense, social, etc)
- Like mentioned on the previous point, factions will be able to customize & upgrade their territories, this will serve as one of the main faction money sinks
- The faction that controls the most amount of territories in a world will own that world
(the differences between owning a territory and owning an entire world haven't been explored)

Now here are some questions for you guys:
- What kind of territories/services would you like to see?
- What kind of territory upgrades should be available?
(Mechanical & Cosmetics, Territory deployables as well if you'd like)
- What kind of benefits would a faction receive from owning an entire world (Besides what they get from the territories)
- How should the process of taking over a territory work? (We'll be using a system similar to FoM but there will be multiple approaches to taking ownership from another faction, not just hacking and generating influence)

Also, feel free to add more to the thread if you got any ideas, we're planning to start implementing this by late November with hopes of getting the first iteration out by December or early 2019.
 

Cammy

Dilettante

Alpha Tester
Patron
QA Volunteer
Jun 1, 2017
93
Scotland
Reactions
49 0 0
Guns of the Conclave
Service Points: 0
#2
- How should the process of taking over a territory work? (We'll be using a system similar to FoM but there will be multiple approaches to taking ownership from another faction, not just hacking and generating influence)
I think regarding this, as you mentioned before "whoever owns most of the territory's owns the colony" - should be null'ed for this exact objective.

I think in order to trigger a colony takeover, it will be a case of allong the lines of you need to have 3/4th's of the colony territory (i dont really like the territory idea, but ill go with it for this), it gives incentive for factions to keep all the territorys on their own colonys, but after capturing so many points on a colony, you can now trigger a colony takeover - however for political points of views - the colony takeover procedure should be able to be launched unless its done by a R7, ( i.e i as a rank 5 could lead a cell and take over all the territorys, but i personally wouldnt be able to trigger an automatic takeover procedure, causing some tention between the factions)

For the sheer ammount of players in the game, after the colony takeover has been triggered; i beleive it should last around 24 hours real life time (possibly, even more), In this time it gives plenty of time for a response by the owners of the current colony, this means merc cells will have an opertunity to get hired (if they choose to do so), or they can be aided by goverment factions if the takeover initiation was done so illegally - in order to try and fight to keep their colony (this gives interaction and RP for the senate, and CPC/whatever the FDC is now called).

However it will need balanced out finely, and getting the right balance is possibly the most important part of this in regards to if the 2 factions fought over it, who would get the colony? Would it be a case of whoever has the longest time at the control centre during the 24 hour period will allow for you to take it over, or is it done another way?
 

Shakespears

Game Writer

Staff member
Alpha Tester
Patron
Jun 14, 2017
693
Virginia, USA
Reactions
419 12 1
Civil Protection Commission
Service Points: 0
#3
I think regarding this, as you mentioned before "whoever owns most of the territory's owns the colony" - should be null'ed for this exact objective.

I think in order to trigger a colony takeover, it will be a case of allong the lines of you need to have 3/4th's of the colony territory (i dont really like the territory idea, but ill go with it for this), it gives incentive for factions to keep all the territorys on their own colonys, but after capturing so many points on a colony, you can now trigger a colony takeover - however for political points of views - the colony takeover procedure should be able to be launched unless its done by a R7, ( i.e i as a rank 5 could lead a cell and take over all the territorys, but i personally wouldnt be able to trigger an automatic takeover procedure, causing some tention between the factions)

For the sheer ammount of players in the game, after the colony takeover has been triggered; i beleive it should last around 24 hours real life time (possibly, even more), In this time it gives plenty of time for a response by the owners of the current colony, this means merc cells will have an opertunity to get hired (if they choose to do so), or they can be aided by goverment factions if the takeover initiation was done so illegally - in order to try and fight to keep their colony (this gives interaction and RP for the senate, and CPC/whatever the FDC is now called).

However it will need balanced out finely, and getting the right balance is possibly the most important part of this in regards to if the 2 factions fought over it, who would get the colony? Would it be a case of whoever has the longest time at the control centre during the 24 hour period will allow for you to take it over, or is it done another way?
Bio forgot to put in that colony ownership is achieved by controlling the majority of territories and WINNING a "final battle".

Allow me to elaborate more on why we're considering the use of territories:

Territories will offer the potential of small conflicts between factions through the sheer purpose of conquest and profit.

Every territory can be made into something of value through deployables.

You will only be able to take adjacent territories to ones that you control. If you do not own any on a colony, you must capture a territory with an entry node to get a foothold for further conquering.

Territory battles will help balance out quick ninja takeovers. Each time you attempt to seize a territory, it has a brief "final battle" of its own.

There are currently no plans of having missions to "boost influence". It will simply be a domination/king of the hill type setting. Whoever actually holds and controls the longest, wins.

Ninja takeovers will still be possible but require some skill to not alert anyone.

AI are a part of territory deployables. They can be deployed to help maintain territories when player numbers are down
 
Last edited:
Jul 23, 2018
23
Reactions
7 0 0
North Star Mining
Service Points: 0
#4
I disliked the idea of whoever controls most territories = owns the colony. Plus only having to take over through force is very straightforward, not giving players many options, especially if you're eco lord who sucks at combat. So I purpose dual system.
All colonies have Colony Control terminal (CC) owner of which controls the colony fully. They can rent out territories to other faction to get rent money and tax. Both can be adjusted by owners of the colony. Rent has to be paid every week at which point territory ownership is renewed. Colony owner can decide not to continue the rent forcing territory owner to vacate the premises. If territory owner fails to pay they either loose control of territory or gain a debt which they will have to pay by the end of next week with interest and with another weeks payment failing which results in loss of territory.
Colony owners and territory owners have their own build/upgrade paths and upkeep for said buildings/upgrades. So if your colony/territory isn't making a profit upgrading it will only put you more in the red, or it might be an incentive for others to do business on your colony netting you a profit in the end.
If owner decided they don't need the building anymore they can turn off the automatic upkeep, after which building falls into disrepair. Owner can choose to repair the building for lower cost that it would need for building it again. As time passes buildings take more damage, requiring bigger sum to repair and after set amount of time building cannot be repaired again and would need to be built again.
Now special management right for colony owners. There's only limited amount of territories CC can support without upgrades. Non supported territories can be taken over by anyone. Owners of said territories won't need to pay rent or tax (officially). These territories will have some of the upgrades that CC has, available to them. These will cost much less than colony wide ones. but they will also require extra upkeep cost. These territories are harder to defend and consecutive battles can be triggered rapidly.
Before moving onto take over, let's flash out some of tools Colony owner has.
Initially colony will start with 2 other territories: Power station and colony gate control (CGC).
Power station supplies colony with power. upgrading it is required to control more territories. One can build additional ones for more territories or security reason. It has high upkeep cost. Territories not connected to the generator are unpowered, meaning no lights, nothing.
CGC controls gates from which players spawn into the colony. all of the controlled gates can be adjusted to stop certain faction or even ranks within the faction to use them. So even faction controls all the territories on the colony and decided to stop another one from using that, former can't enter the colony. Sound OP, but controlling all of the territories will require ridiculous amounts of upkeep and barring whole faction worth of clientele is suicide and probably won't work for long without major effort and probably help from other factions.
Other territories can be upgraded into big structures like power plant, bot facility etc, or they can be rented. This will leave colony owners with serious management decisions. Balancing security/income won't be easy. (mind income comes in two parts, you need better/more generator(s) to get more territories to get more income, but they cost more money)
If owners thinks this is too much of a pain, they can just leave it as is and allow faction to take over territories as they want, pay unofficial rent or none at all. (colony has some upkeep even without any upgrades, so you might wanna have some income)
Now unto territory take over:
The official one inside the CC grid is more politics that fighting. You will need to either persuade colony owners to stop renting territory to someone and then start renting it to you. Or you "persuade" the current owners to transfer ownership to you. colony owners have to approve in both cases. (Note "persuade" as you can go about being nice about it or keep killing them until they agree.)
Now the territories outside the grid. Every territory will have it's own territory control terminal(TC).
When territory is not in the grid and isn't controlled by anyone, first order of business would be to restore power. This can be done by inserting energy cells into the TC, that will grant minimal power to the territory. One can register ownership and build a mini generator to fully power the territory. In case you own an adjacent territory you can transfer some from there instead of using power cell. One can also upgrade territories similar to the colony owner, rivaling the official grid, but can't rent them, don't have gate control and are easier to take over. This can also be used to gain stronghold on the colony before marching to take over.
To start territory takeover you need to hack the TC. Then run a program overwriting ownership. It will take a while and if not completed within a certain time frame terminal will lock down, denying all external access for some time. Defenders can hack the terminal again pausing attackers progress and waiting for lock down.
Alternative would be to disengage the power generator and physically destroy the power source. It will take less time but instead of transferring ownership will make territory uncontrolled, requiring further acquisition as with unowned territories. It still takes time to disengage the power generator and remove it's shielding, so defenders still have a chance, though it's an uphill battle.
The battle can start again if both parties will want to gain ownership after destruction. It will be similar to first example of take over. Ownership registration takes time, whoever finishes it first gains it. If both fail in allotted time TC locks down leaving area without an owner. (more than 2 factions can compete)
There are some variations, like one can't use destruction if territory is powered by external power station (adjacent territory upgrade). Colony owners can just connect unowned territories adjacent to their grid without much fuss. So for colony owners t will be easier to use destruction way. Of course they can use hacking as well. They can also create enclaves when owning territory that isn't connected to the grid, they don't get any colony owner bonuses for that territory in this case.

To trigger colony take over attacking faction will need to hack and take over out territories of the grid which will trigger the battle. After that they will need to work their way towards the CC, taking over territories in the grid until they reach CC, then hold that and ownership is theirs.
Now CC location will be under heavy security, meaning doors and barriers (+bots? turrets?), you can hack those but they will only stay open for a minute or two after which they will lockdown for several minutes (5?) preventing anyone from passing. This will prevent attacks from getting reinforcements to CC room. Defenders won't be hindered as they will have gate access inside the facility. So a good idea would be to take over territories with power plant or CGC (or bot/turret control facilities) to make it easier to hold the CC.
Let's explore the effects that disabling different facilities can create. bot/turret, if such facilities exist, are pretty straightforward, you just disable those making some of the fights much easier. Another alternative would be a 2nd option of taking extra time to re-code their targeting systems to attack their previous owners. or a middle ground of them attacking everyone. so disable = fastest, free for all = takes some time, re-code = long amount of time.
Next the CGC. so CGC is what prevents you using any gates on the grid to get to the colony. So if you're attacking that means you had another way in from outside the grid. if you destroy the CGC, that restriction is lifted. Everyone can use any active gate they want. meaning attackers can now respawn closer to the front-lines. There's still that one gate in CC facility though, what would be a good interaction with that? On one hand you can just say that restriction is lifted and now both attackers and defenders can use it, leading to constant fight in the spawn room. On the other hand you can say there's security protocol that disables that gate in case CGC is destroyed. Now this 2nd one will have some fun interactions. So for example you destroy the CGC, then rush the CC and take hold of it, but since you had to hack barriers to get there, now they are on lockdown and defenders can't get in, giving you several of those free and sweet minutes on the take over counter. Defenders will have options to counter that, at a price, we'll see when we discuss barriers.
My initial idea was to tie in barriers with power plants. If there's not power you can't have a force field. But power plants are also what powers the territories and allows expansion of the grid. So how will destruction of power plants affect the map, the grid and the battle? Well since they power the territories and the grid if power plant goes down so do those two. Territories are left without power, grid shrinks, attackers have easier time since they have to take control of less territories to get to CC. But what happens if all the power stations are gone? how does it affect other facilities?
So if all power stations are gone, grid is also gone, barriers are gone, attackers can just walk into CC and take it over. CGC will be unaffected as it has it's own power supply. all the gates that were once part of the grid are offline. if CGC is working they only way defenders can get to colony is using the CC facility gate or the same one attackers used to get in. What about other facilities? Same, all have auxiliary power source. power stations will be too great of a target otherwise.
Another way to shut down the power would be to cut the power station from the grid. When attackers are taking over grid territories they are eroding the grid itself. if it's done in a way that direct line from territory(s) to CC is broken they will start functioning as enclaves mentioned before.
Well now we have covered attackers POW, What will the defenders do? They defend. It will take some time for CC to detect abnormalities, after which it will prevent unauthorized access and restore previous backup. (meaning grid will restore itself to how it was before battle began)
Defenders can also try to strike back. They can destroy/take over territories that attackers use to get to the colony. If all such territories are gone and CGC is active attacking faction can't enter the colony anymore. This might create tension though as neutral faction owning territory on the colony outside of grid will be unintentionally providing access to the attackers and will need to be purged as well. Another tool at the hands of defenders is sabotage. If they feel like the battle isn't going in their favor, defenders can sabotage their own facilities so when attackers take control they will have less defenses until they repair the damages, giving ex-defenders window of opportunity to have easier time taking back what's theirs.
So there you have it, attackers creating stronghold before triggering a battle, then race against the clock trying to take over the colony while defenders try to hinder them or destroy their stronghold. Oh, btw, it doesn't matter who triggers the battle, whoever controls the CC for specified time, after grid has been eroded, will take control.
That's all folks.


Rest is just extra stuff I came up addressing some issues and extra features.
One of the issues might arise when both power plants and CGC are gone, where CGC disables CC gate. If at the same time territory which houses the gate that attackers use is destroyed, nobody will be able to access the colony anymore. It will be a fun moral on what human greed can lead to. This can be avoided if destruction of CGC only leads to lifting of restrictions and CC gate is always active. Then again it's a fun scenario where mankind completely looses access to one of it's colonies. Maybe when this happens a faction can start a reclamation campaign that will take resources and time in accordance to where the colony is located. Like if it's earth colony it's easy to rebuild, but if it's a planet in outer solar system that will take considerably more time and resources. Can also make it an event where all factions need to contribute for it to succeed, but then issue of who will own the colony will arise, force them to work together before they are at each others throats again, he he. (After reconnection, colony will be owned by whoever won the previous battle.)
Another thing I wanted to add are faction perks. Like I mentioned before, if CC grid covers all territories, hostiles won't be able to enter the colony. And that's where mercs come in. Give them a perk that allows them to enter colony even if they are banned from it. Make it only available to Cell leaders and call it atmospheric reentry, landing operation or something, they can use that to enter the colony, trigger the battle* and give access to other faction to join in. It will take some time to arrive at the colony through and owners will be notified. (maybe like 5 mins for to arrive and 2 mins before arrival owner is notified, maybe having a cool loading screen for this part where you sit with your boys waiting to descend hell onto unsuspecting colony) Skill will have a long cooldown, so if you fail the operation, you will have to wait a long time before trying again (hour?). This will make mercs a good/irreplaceable resource for using in colony takeovers.
* when CC grid covers the whole map, battle can be triggered by hacking/taking over territories on the edge/furthest away from CC.
Remember I mentioned perkS. What if military had similar perk, but instead of paratrooping they can just override the access restrictions. This will only be usable by R7, maybe they will need governments approval?
As for police, idk, idk how you plan to run military and police factions. Honestly, I think police faction has no business taking over colonies. maybe that will be their perk, ha ha.
 
Last edited:

Shakespears

Game Writer

Staff member
Alpha Tester
Patron
Jun 14, 2017
693
Virginia, USA
Reactions
419 12 1
Civil Protection Commission
Service Points: 0
#5
I disliked the idea of whoever controls most territories = owns the colony. Plus only having to take over through force is very straightforward, not giving players many options, especially if you're eco lord who sucks at combat. So I purpose dual system.
All colonies have Colony Control terminal (CC) owner of which controls the colony fully. They can rent out territories to other faction to get rent money and tax. Both can be adjusted by owners of the colony. Rent has to be paid every week at which point territory ownership is renewed. Colony owner can decide not to continue the rent forcing territory owner to vacate the premises. If territory owner fails to pay they either loose control of territory or gain a debt which they will have to pay by the end of next week with interest and with another weeks payment failing which results in loss of territory.
Colony owners and territory owners have their own build/upgrade paths and upkeep for said buildings/upgrades. So if your colony/territory isn't making a profit upgrading it will only put you more in the red, or it might be an incentive for others to do business on your colony netting you a profit in the end.
If owner decided they don't need the building anymore they can turn off the automatic upkeep, after which building falls into disrepair. Owner can choose to repair the building for lower cost that it would need for building it again. As time passes buildings take more damage, requiring bigger sum to repair and after set amount of time building cannot be repaired again and would need to be built again.
Now special management right for colony owners. There's only limited amount of territories CC can support without upgrades. Non supported territories can be taken over by anyone. Owners of said territories won't need to pay rent or tax (officially). These territories will have some of the upgrades that CC has, available to them. These will cost much less than colony wide ones. but they will also require extra upkeep cost. These territories are harder to defend and consecutive battles can be triggered rapidly.
Before moving onto take over, let's flash out some of tools Colony owner has.
Initially colony will start with 2 other territories: Power station and colony gate control (CGC).
Power station supplies colony with power. upgrading it is required to control more territories. One can build additional ones for more territories or security reason. It has high upkeep cost. Territories not connected to the generator are unpowered, meaning no lights, nothing.
CGC controls gates from which players spawn into the colony. all of the controlled gates can be adjusted to stop certain faction or even ranks within the faction to use them. So even faction controls all the territories on the colony and decided to stop another one from using that, former can't enter the colony. Sound OP, but controlling all of the territories will require ridiculous amounts of upkeep and barring whole faction worth of clientele is suicide and probably won't work for long without major effort and probably help from other factions.
Other territories can be upgraded into big structures like power plant, bot facility etc, or they can be rented. This will leave colony owners with serious management decisions. Balancing security/income won't be easy. (mind income comes in two parts, you need better/more generator(s) to get more territories to get more income, but they cost more money)
If owners thinks this is too much of a pain, they can just leave it as is and allow faction to take over territories as they want, pay unofficial rent or none at all. (colony has some upkeep even without any upgrades, so you might wanna have some income)
Now unto territory take over:
The official one inside the CC grid is more politics that fighting. You will need to either persuade colony owners to stop renting territory to someone and then start renting it to you. Or you "persuade" the current owners to transfer ownership to you. colony owners have to approve in both cases. (Note "persuade" as you can go about being nice about it or keep killing them until they agree.)
Now the territories outside the grid. Every territory will have it's own territory control terminal(TC).
When territory is not in the grid and isn't controlled by anyone, first order of business would be to restore power. This can be done by inserting energy cells into the TC, that will grant minimal power to the territory. One can register ownership and build a mini generator to fully power the territory. In case you own an adjacent territory you can transfer some from there instead of using power cell. One can also upgrade territories similar to the colony owner, rivaling the official grid, but can't rent them, don't have gate control and are easier to take over. This can also be used to gain stronghold on the colony before marching to take over.
To start territory takeover you need to hack the TC. Then run a program overwriting ownership. It will take a while and if not completed within a certain time frame terminal will lock down, denying all external access for some time. Defenders can hack the terminal again pausing attackers progress and waiting for lock down.
Alternative would be to disengage the power generator and physically destroy the power source. It will take less time but instead of transferring ownership will make territory uncontrolled, requiring further acquisition as with unowned territories. It still takes time to disengage the power generator and remove it's shielding, so defenders still have a chance, though it's an uphill battle.
The battle can start again if both parties will want to gain ownership after destruction. It will be similar to first example of take over. Ownership registration takes time, whoever finishes it first gains it. If both fail in allotted time TC locks down leaving area without an owner. (more than 2 factions can compete)
There are some variations, like one can't use destruction if territory is powered by external power station (adjacent territory upgrade). Colony owners can just connect unowned territories adjacent to their grid without much fuss. So for colony owners t will be easier to use destruction way. Of course they can use hacking as well. They can also create enclaves when owning territory that isn't connected to the grid, they don't get any colony owner bonuses for that territory in this case.

To trigger colony take over attacking faction will need to hack and take over out territories of the grid which will trigger the battle. After that they will need to work their way towards the CC, taking over territories in the grid until they reach CC, then hold that and ownership is theirs.
Now CC location will be under heavy security, meaning doors and barriers (+bots? turrets?), you can hack those but they will only stay open for a minute or two after which they will lockdown for several minutes (5?) preventing anyone from passing. This will prevent attacks from getting reinforcements to CC room. Defenders won't be hindered as they will have gate access inside the facility. So a good idea would be to take over territories with power plant or CGC (or bot/turret control facilities) to make it easier to hold the CC.
Let's explore the effects that disabling different facilities can create. bot/turret, if such facilities exist, are pretty straightforward, you just disable those making some of the fights much easier. Another alternative would be a 2nd option of taking extra time to re-code their targeting systems to attack their previous owners. or a middle ground of them attacking everyone. so disable = fastest, free for all = takes some time, re-code = long amount of time.
Next the CGC. so CGC is what prevents you using any gates on the grid to get to the colony. So if you're attacking that means you had another way in from outside the grid. if you destroy the CGC, that restriction is lifted. Everyone can use any active gate they want. meaning attackers can now respawn closer to the front-lines. There's still that one gate in CC facility though, what would be a good interaction with that? On one hand you can just say that restriction is lifted and now both attackers and defenders can use it, leading to constant fight in the spawn room. On the other hand you can say there's security protocol that disables that gate in case CGC is destroyed. Now this 2nd one will have some fun interactions. So for example you destroy the CGC, then rush the CC and take hold of it, but since you had to hack barriers to get there, now they are on lockdown and defenders can't get in, giving you several of those free and sweet minutes on the take over counter. Defenders will have options to counter that, at a price, we'll see when we discuss barriers.
My initial idea was to tie in barriers with power plants. If there's not power you can't have a force field. But power plants are also what powers the territories and allows expansion of the grid. So how will destruction of power plants affect the map, the grid and the battle? Well since they power the territories and the grid if power plant goes down so do those two. Territories are left without power, grid shrinks, attackers have easier time since they have to take control of less territories to get to CC. But what happens if all the power stations are gone? how does it affect other facilities?
So if all power stations are gone, grid is also gone, barriers are gone, attackers can just walk into CC and take it over. CGC will be unaffected as it has it's own power supply. all the gates that were once part of the grid are offline. if CGC is working they only way defenders can get to colony is using the CC facility gate or the same one attackers used to get in. What about other facilities? Same, all have auxiliary power source. power stations will be too great of a target otherwise.
Another way to shut down the power would be to cut the power station from the grid. When attackers are taking over grid territories they are eroding the grid itself. if it's done in a way that direct line from territory(s) to CC is broken they will start functioning as enclaves mentioned before.
Well now we have covered attackers POW, What will the defenders do? They defend. It will take some time for CC to detect abnormalities, after which it will prevent unauthorized access and restore previous backup. (meaning grid will restore itself to how it was before battle began)
Defenders can also try to strike back. They can destroy/take over territories that attackers use to get to the colony. If all such territories are gone and CGC is active attacking faction can't enter the colony anymore. This might create tension though as neutral faction owning territory on the colony outside of grid will be unintentionally providing access to the attackers and will need to be purged as well. Another tool at the hands of defenders is sabotage. If they feel like the battle isn't going in their favor, defenders can sabotage their own facilities so when attackers take control they will have less defenses until they repair the damages, giving ex-defenders window of opportunity to have easier time taking back what's theirs.
So there you have it, attackers creating stronghold before triggering a battle, then race against the clock trying to take over the colony while defenders try to hinder them or destroy their stronghold. Oh, btw, it doesn't matter who triggers the battle, whoever controls the CC for specified time, after grid has been eroded, will take control.
That's all folks.


Rest is just extra stuff I came up addressing some issues and extra features.
One of the issues might arise when both power plants and CGC are gone, where CGC disables CC gate. If at the same time territory which houses the gate that attackers use is destroyed, nobody will be able to access the colony anymore. It will be a fun moral on what human greed can lead to. This can be avoided if destruction of CGC only leads to lifting of restrictions and CC gate is always active. Then again it's a fun scenario where mankind completely looses access to one of it's colonies. Maybe when this happens a faction can start a reclamation campaign that will take resources and time in accordance to where the colony is located. Like if it's earth colony it's easy to rebuild, but if it's a planet in outer solar system that will take considerably more time and resources. Can also make it an event where all factions need to contribute for it to succeed, but then issue of who will own the colony will arise, force them to work together before they are at each others throats again, he he. (After reconnection, colony will be owned by whoever won the previous battle.)
Another thing I wanted to add are faction perks. Like I mentioned before, if CC grid covers all territories, hostiles won't be able to enter the colony. And that's where mercs come in. Give them a perk that allows them to enter colony even if they are banned from it. Make it only available to Cell leaders and call it atmospheric reentry, landing operation or something, they can use that to enter the colony, trigger the battle* and give access to other faction to join in. It will take some time to arrive at the colony through and owners will be notified. (maybe like 5 mins for to arrive and 2 mins before arrival owner is notified, maybe having a cool loading screen for this part where you sit with your boys waiting to descend hell onto unsuspecting colony) Skill will have a long cooldown, so if you fail the operation, you will have to wait a long time before trying again (hour?). This will make mercs a good/irreplaceable resource for using in colony takeovers.
* when CC grid covers the whole map, battle can be triggered by hacking/taking over territories on the edge/furthest away from CC.
Remember I mentioned perkS. What if military had similar perk, but instead of paratrooping they can just override the access restrictions. This will only be usable by R7, maybe they will need governments approval?
As for police, idk, idk how you plan to run military and police factions. Honestly, I think police faction has no business taking over colonies. maybe that will be their perk, ha ha.
Just to clarify, owning the majority of territories doesn't give colony ownership automatically. You have to control the majority of territories to contest colony ownership, aka start a "final battle"

In theory, you could take control of the colony and rid yourself of all territory ownership if you wanted to. You then you leave yourself vulnerable to someone collecting the majority and attempting to take control.

Colony and territory ownership will be able to be transferred between factions, so in theory you can buy, sell, or even trade them if deals are made.
 
Jul 23, 2018
23
Reactions
7 0 0
North Star Mining
Service Points: 0
#6
Just to clarify, owning the majority of territories doesn't give colony ownership automatically. You have to control the majority of territories to contest colony ownership, aka start a "final battle"

In theory, you could take control of the colony and rid yourself of all territory ownership if you wanted to. You then you leave yourself vulnerable to someone collecting the majority and attempting to take control.

Colony and territory ownership will be able to be transferred between factions, so in theory you can buy, sell, or even trade them if deals are made.
Ik, I read your previous post.
Potential problem with that system might be that if territories are evenly split between factions you will need to take territories from all others before you can attempt to take control of the colony. So if you only have beef with one faction that controls the colony you will also need to convince 6 others to give up theirs, which they might not be willing to do, in which case you will need to go to war with several other factions putting you at a great disadvantage.
But what does Majority actually mean? 51% of all territories? or more than other have?
2nd one would eliminate issue I talked about. But maybe you actually want that? to add a lot more politics to wars and takeovers?
Though that can lead to a 2 party system, turning 8 factions into 2 with some switching sides time to time, stripping much depth from what the game could have. Maybe it's a good thing, it will be easier for players to comprehend.
 

Shakespears

Game Writer

Staff member
Alpha Tester
Patron
Jun 14, 2017
693
Virginia, USA
Reactions
419 12 1
Civil Protection Commission
Service Points: 0
#7
Ik, I read your previous post.
Potential problem with that system might be that if territories are evenly split between factions you will need to take territories from all others before you can attempt to take control of the colony. So if you only have beef with one faction that controls the colony you will also need to convince 6 others to give up theirs, which they might not be willing to do, in which case you will need to go to war with several other factions putting you at a great disadvantage.
But what does Majority actually mean? 51% of all territories? or more than other have?
2nd one would eliminate issue I talked about. But maybe you actually want that? to add a lot more politics to wars and takeovers?
Though that can lead to a 2 party system, turning 8 factions into 2 with some switching sides time to time, stripping much depth from what the game could have. Maybe it's a good thing, it will be easier for players to comprehend.
It's a very viable strategy to have multiple allies or neutrals controlling territories on a colony you own. That way if someone comes in and attempts to take the colony, the aggressors have to deal with multiple factions in one way or another.
 
Jun 2, 2017
272
Pittsburgh
Reactions
49 2 1
Terran Defense Corps
Service Points: 0
#8
I'd like to see a lot of security measures that people can build and put down. Maybe have each colony possess an HQ/Oversight/Security room or whatever with some terminals for cameras or remote control turrets, and then have players be able to place and control the cameras/turrets as they see fit. This would also give people more stuff to hack and would make investing in a world that you have locked down viable because instead of just increasing the amount of revenue it generates, you would also be able to insure that it's not ninja'd from you overnight.

Another interesting facet of colonial diplomacy could be the ability to buy/sell territories or even entire colonies between factions in a way supported by mechanics instead of requiring someone to blow up a TC or something.
 
Jul 18, 2017
3
Reactions
1 0 0
No Faction
Service Points: 0
#14
Would all factions have the same status? Is one seen as government, one as a legal entity and one as a pack? Are territories considered as one world or as part of a world or something else?