- Jun 14, 2017
Terran Defense Corps
Service Points: 0
I don't think there is anyone who disputes that TDC, CPC, or GotC shouldn't be focused on manufacturing. It seems to be more a problem of how it is done.The problem we are running into is that no one willing to compromise to make have their faction more in line with the lore, I don't believe TDC, CPC, or GotC should be manufacturers, I think that should be the corp's jobs and visversa, I do not thing Corps should have the same level of combat staying power as TDC, CPC, or GotC. However, I think a hard coded slider system that is effected based upon policy selections, AND player interaction should have an effect on the faction, also I believe that it will allow players and their leaders to have more agency over their factions. If the faction leaders want to discourage people from ecoing to prevent them from losing combat buffs/deployables, then uncheck the box that says "Give out eco missions to faction members." You want your faction to be more Eco and less combat? Uncheck "patrol routes." However, I think it should have a deeper break down than that, for example: Lawful <> Lawless factions that are more lawful may get deployables that helps CPC do their job(like security cameras), or if they go lawless, get deployables that help they syndicate do their own job and add corruption, like Security bypass deployable.
I am not of the opinion that players should zero agency over their faction, If people want to push their faction to be more eco or more combat focus or some other focus, then they should have that ability to do so, but at a consequence of doing so in a semi reasonable amount of time(Perhaps it takes 2 to 3 months for an entire faction to beable to shift over from combat focus to Eco focus.) I'm also opinion that the mechanics should have a consequence to other factions as well, if everyone goes combat focus, then no one can build the advance stuff, you won't see specialized trauma kits, or advance weapons, if every corp goes Lawless, so that they can help sydicate, then the consequence is that CPC has a harder time enforcing the law when someone steals shit from you, but on the flip side, Your group will have to work on keeping their "crime points" low to prevent lawlessness from taking over.
I'm having a hard time to see how your response deals with the problem of faction identity clashing with a gameplay style that I pointed out. I take it that you don't see this as a problem, and thus you suggest to throw out the unique faction identities in favour of a generic and player dynamic faction identity.