Post by Blackblade on Jul 18, 2012 4:37:42 GMT -5
Some ideas to improve the Faction System.
Already posted in the Synapse "New Feedback site" a while ago...
synapsegames.uservoice.com/forums/141584-war-metal/suggestions/2664424-more-ideas-to-improve-faction-wars-tactics-rewar
Check that and if you like it, please, vote, so maybe Alex Reeve could take it in consideration.
1. CHANCE TO RENAME YOUR FACTION:.
Every leader will be allowed to change the Faction Name Paying 10 millions. That will allow to rename the faction BUT will reduce the Faction Ranks Points to half the current amount due the lost of the fame that the Faction made under the lost name/flag.
…
2. LOYALTY RANK:
Give a grade to each factioned member depending how much Loyalty he earned like it is with Combat Rank.
Then, place rewards in the Barracks for those, with tiers depending how much Loyalty Points they gathered
PROS:
- That will make the people more Loyal to their Factions, making hardest the dance across factions because then you won't consolidate a high Loyalty Amount to earn the Highest Units.
- Even low faction members will get those rewards since everyone can build a high Loyalty Rank based just on how many wins they made.
LOYAL RANKS:
0-Recruit: (LP bar not filled)/ Rewards: None
1-Soldier: 1,000 LP or above / Rewards: Assault Troopers. Unique infantry. 70/70. 70% Chance to deal damage and jam an enemy armored unit.
2-Sergeant: 10,000 LP or above / Rewards: Iron Sergeant. Commander unique 70/70. Increase health by 250. Command order: Chance to bring 2 extra infantry and Rally infantry by +1.
3-Liteunant: 25,000 LP or above / Rewards: Tactical Supply. Structure. 90/90. Chance to counter an enemy jam and chance to jam an enemy armored unit.
4-Captain: 50,000 LP or above / Rewards: Elite Assault Guards. Unique infantry. 90/90. 100% Chance to jam till 2 enemy infantry and deal major damage.
5-Commander: 100,000 LP or above /Rewards: Air Support Ship. Unique flying unit. 150/70. 100% Chance to bring an extra armored unit and deal massive damage.
6-General: 500,000 LP or above / Rewards: Overlord Commander Centre. Legendary Unique structure. 100/200. Increase health by 200. Overload: Chance to makes massive flurried damage to enemy based on number of enemy flying units. Orders of Command: Chance to bring an extra Commander into battle.
…
3. FACTION SCENARIOS & MAPS:
Control the ground: As it is in Tyrant, include maps with areas that Factions could fight to control.
Let's say a Faction could control only as many areas as each 10 members the faction had. IE: The Faction "We are Handsome" has 29 members, so they can fight to get control over 2 areas... If they get recruited one more member, they will upgrade the areas they can control to 3 (in case they won the battles for the ground control)
The Maps will have as many areas as it is in Tyrant... Every time all the areas/territories will be open to be controlled.
Rewards: Each Area will give a daily resource. The better is the area, the best will be the resources given:
- Capital Area (the Highest Resources): +50 automatic LP to each faction member; +1 extra Stimpack to those faction members with LP progression full. +500k cash.
- Primary Area (Rich in resources): +30 automatic LP to each faction member; + 300 energy popping, +300k cash.
- Secondary Area (Average in Resources): +20 automatic LP to each faction member; + 200 energy popping.+200k cash
- Ordinary Area (Poor): +10 automatic LP to each faction member; + 100 energy popping, +100k cash.
To control an area , the Faction Leader (only him, not an officer) will declare the attack against that area (only can be declared an invasion against each area per day). If there was already another faction controlling it, there will start THREE consecutive battles as the following sequence:
PHASE 1: Frontier Invasion
PHASE 2: Fortified Areas Siege
PHASE 3: Ground Control
RESULTS:
- Attacker 3/ Defender 0: If the attacker gets three victories (100%) it will remove the defender faction and take control on the area.
- Attacker 2/ Defender 1: If the attacker got only 2 victories, will remove the defender faction, and will control the Area, but will be not allowed to get the Resources rewards for the first day.
- Attacker 1/ Defender 2: If the attacker got only 1 victory, will be defeated by the faction defender, but the defender will loss the Resources Rewards given by this area for the current day.
- Attacker 0/ Defender 3: If the attacker gets 3 losses. The defender Faction will get the Resources rewards by the controlled area without any problem.
Each diferent Area will be a legal target to invade ONLY once each day for each Faction.
So a certain faction cannot be chaining another one in the same day to get control.…
4. FACTION LEADERS REWARDS:
The leaders should get some extra advantage since they have the hardest duty in the Faction…
Leader could get the following advantages:
- In each victory, the Leader will get double Loyalty points.
- After a successful victory and conquer of an Area, He will get 100 extra LP.
5. TACTICS FOR ATTACKING AND DEFENDING FACTIONS:
Another idea would be to implement tactics in faction battles.
Each attacker will have the option to choose the tactics adopted by his party both at the time of attack, as when defending.
Only the leader of the faction can select tactics.
When the fighting resolve of individual members of each faction, the attacker, the defender, or both modifiers will employ tactics based on what each faction.
ATTACK TACTICS:
-ASSAULT: Conventional attack. Rally vs +1 to all the units dealing damage. -1 Against fortification. Against a Counter Attack tactics either win bonuses.
- SWARM: Massive and chaotic assault when the attacker where allowed to overhealm the defender. If the Faction attacking had more than double members the faction defending, the SWARM attack will allow to get Rally +2 to all the attacking forces.
-RAID: A small team is inserted deep behind enemy lines to capture a high valued individual or destroy a vital enemy installation then extracted before the enemy can respond. The attacker will get +2 rally against Fortification.
-OUTFLANK: In military tactics, a flanking maneuver, also called a flank attack, is an attack on the sides of an opposing force. If a flanking maneuver succeeds, the opposing force would be surrounded from two or more directions, which significantly reduces the maneuverability of the outflanked force and its ability to defend itself. A psychological advantage may also be present, as flank forces usually do not expect to be attacked.
This attack is effective against counter-attack defenses and / or removal. The attacker will cancel the enemy maneuver and get a +1 bonus to damage to their units.
- SIEGE: Especially effective attack against a static enemy (against fortification). Cancel the benefits of these.
- AIRBORNE FIRE SWARM: Massive wave attack to burn the enemy front defense. The flying units of the attacker will get a bonus dmg by +1.
- GROUND CONTROL ASSAULT: The armored and infantry units will be rallied by +1. If the enemy setted AIRBORNE SWARM or AERIAL FORTRESS, Enemy flying units will get rally +2.
- ELECTRONIC WARFARE: any action involving the use of the electromagnetic spectrum or directed energy to control the spectrum, attack an enemy, or impede enemy assaults via the spectrum. The purpose of electronic warfare is to deny the opponent the advantage of, and ensure friendly unimpeded access to, the EM spectrum. EW can be applied from air, sea, land, and space by manned and unmanned systems, and can target communication, radar, or other services. EW includes three major subdivisions: Electronic Attack (EA), Electronic Protection (EP), and Electronic warfare Support (ES).
In WM, the attacker or defender using this tactic will be allowed to counter all the enemy Commanders/Assault Control of units.
DEFEND TACTICS:
- COUNTERATTACK: Good option for the defender against RAID or INFILTRATION. The Defender will get rally +1 against those attacker tactics.
- DECEPTION: Deceiving and tricky maneuvers to engage the attacking forces in an scenary giving advantage to the defender forces. (Defender will get extra random 1 to 6 counter jams)
- OUTFLANK (DEFENDING): Against an attacker atemping ASSAULT, the defenders will get a rally on their units (+1 dmg to each unit proc sucesfull)
- FORTIFICATION: This tactic will strengh the defences of the defender faction. Boosting by +25% all the structures damage and raising by +25% the defensive power.
- AERIAL FORTRESS: Conceal enemy Airborne Fire Swarm efects. If enemy didnt setted Fire Swarm, the defender will get rally +1 to their aerial units.
- ELECTRONIC WARFARE: The defender will be allowed to counter all the enemy Commanders/Assault Control of units....
I hope all you could enjoy the idea and may the Devs take a look on this stuff.
Regards.
Blackblade (aka Germán Jaramillo)
Already posted in the Synapse "New Feedback site" a while ago...
synapsegames.uservoice.com/forums/141584-war-metal/suggestions/2664424-more-ideas-to-improve-faction-wars-tactics-rewar
Check that and if you like it, please, vote, so maybe Alex Reeve could take it in consideration.
1. CHANCE TO RENAME YOUR FACTION:.
Every leader will be allowed to change the Faction Name Paying 10 millions. That will allow to rename the faction BUT will reduce the Faction Ranks Points to half the current amount due the lost of the fame that the Faction made under the lost name/flag.
…
2. LOYALTY RANK:
Give a grade to each factioned member depending how much Loyalty he earned like it is with Combat Rank.
Then, place rewards in the Barracks for those, with tiers depending how much Loyalty Points they gathered
PROS:
- That will make the people more Loyal to their Factions, making hardest the dance across factions because then you won't consolidate a high Loyalty Amount to earn the Highest Units.
- Even low faction members will get those rewards since everyone can build a high Loyalty Rank based just on how many wins they made.
LOYAL RANKS:
0-Recruit: (LP bar not filled)/ Rewards: None
1-Soldier: 1,000 LP or above / Rewards: Assault Troopers. Unique infantry. 70/70. 70% Chance to deal damage and jam an enemy armored unit.
2-Sergeant: 10,000 LP or above / Rewards: Iron Sergeant. Commander unique 70/70. Increase health by 250. Command order: Chance to bring 2 extra infantry and Rally infantry by +1.
3-Liteunant: 25,000 LP or above / Rewards: Tactical Supply. Structure. 90/90. Chance to counter an enemy jam and chance to jam an enemy armored unit.
4-Captain: 50,000 LP or above / Rewards: Elite Assault Guards. Unique infantry. 90/90. 100% Chance to jam till 2 enemy infantry and deal major damage.
5-Commander: 100,000 LP or above /Rewards: Air Support Ship. Unique flying unit. 150/70. 100% Chance to bring an extra armored unit and deal massive damage.
6-General: 500,000 LP or above / Rewards: Overlord Commander Centre. Legendary Unique structure. 100/200. Increase health by 200. Overload: Chance to makes massive flurried damage to enemy based on number of enemy flying units. Orders of Command: Chance to bring an extra Commander into battle.
…
3. FACTION SCENARIOS & MAPS:
Control the ground: As it is in Tyrant, include maps with areas that Factions could fight to control.
Let's say a Faction could control only as many areas as each 10 members the faction had. IE: The Faction "We are Handsome" has 29 members, so they can fight to get control over 2 areas... If they get recruited one more member, they will upgrade the areas they can control to 3 (in case they won the battles for the ground control)
The Maps will have as many areas as it is in Tyrant... Every time all the areas/territories will be open to be controlled.
Rewards: Each Area will give a daily resource. The better is the area, the best will be the resources given:
- Capital Area (the Highest Resources): +50 automatic LP to each faction member; +1 extra Stimpack to those faction members with LP progression full. +500k cash.
- Primary Area (Rich in resources): +30 automatic LP to each faction member; + 300 energy popping, +300k cash.
- Secondary Area (Average in Resources): +20 automatic LP to each faction member; + 200 energy popping.+200k cash
- Ordinary Area (Poor): +10 automatic LP to each faction member; + 100 energy popping, +100k cash.
To control an area , the Faction Leader (only him, not an officer) will declare the attack against that area (only can be declared an invasion against each area per day). If there was already another faction controlling it, there will start THREE consecutive battles as the following sequence:
PHASE 1: Frontier Invasion
PHASE 2: Fortified Areas Siege
PHASE 3: Ground Control
RESULTS:
- Attacker 3/ Defender 0: If the attacker gets three victories (100%) it will remove the defender faction and take control on the area.
- Attacker 2/ Defender 1: If the attacker got only 2 victories, will remove the defender faction, and will control the Area, but will be not allowed to get the Resources rewards for the first day.
- Attacker 1/ Defender 2: If the attacker got only 1 victory, will be defeated by the faction defender, but the defender will loss the Resources Rewards given by this area for the current day.
- Attacker 0/ Defender 3: If the attacker gets 3 losses. The defender Faction will get the Resources rewards by the controlled area without any problem.
Each diferent Area will be a legal target to invade ONLY once each day for each Faction.
So a certain faction cannot be chaining another one in the same day to get control.…
4. FACTION LEADERS REWARDS:
The leaders should get some extra advantage since they have the hardest duty in the Faction…
Leader could get the following advantages:
- In each victory, the Leader will get double Loyalty points.
- After a successful victory and conquer of an Area, He will get 100 extra LP.
5. TACTICS FOR ATTACKING AND DEFENDING FACTIONS:
Another idea would be to implement tactics in faction battles.
Each attacker will have the option to choose the tactics adopted by his party both at the time of attack, as when defending.
Only the leader of the faction can select tactics.
When the fighting resolve of individual members of each faction, the attacker, the defender, or both modifiers will employ tactics based on what each faction.
ATTACK TACTICS:
-ASSAULT: Conventional attack. Rally vs +1 to all the units dealing damage. -1 Against fortification. Against a Counter Attack tactics either win bonuses.
- SWARM: Massive and chaotic assault when the attacker where allowed to overhealm the defender. If the Faction attacking had more than double members the faction defending, the SWARM attack will allow to get Rally +2 to all the attacking forces.
-RAID: A small team is inserted deep behind enemy lines to capture a high valued individual or destroy a vital enemy installation then extracted before the enemy can respond. The attacker will get +2 rally against Fortification.
-OUTFLANK: In military tactics, a flanking maneuver, also called a flank attack, is an attack on the sides of an opposing force. If a flanking maneuver succeeds, the opposing force would be surrounded from two or more directions, which significantly reduces the maneuverability of the outflanked force and its ability to defend itself. A psychological advantage may also be present, as flank forces usually do not expect to be attacked.
This attack is effective against counter-attack defenses and / or removal. The attacker will cancel the enemy maneuver and get a +1 bonus to damage to their units.
- SIEGE: Especially effective attack against a static enemy (against fortification). Cancel the benefits of these.
- AIRBORNE FIRE SWARM: Massive wave attack to burn the enemy front defense. The flying units of the attacker will get a bonus dmg by +1.
- GROUND CONTROL ASSAULT: The armored and infantry units will be rallied by +1. If the enemy setted AIRBORNE SWARM or AERIAL FORTRESS, Enemy flying units will get rally +2.
- ELECTRONIC WARFARE: any action involving the use of the electromagnetic spectrum or directed energy to control the spectrum, attack an enemy, or impede enemy assaults via the spectrum. The purpose of electronic warfare is to deny the opponent the advantage of, and ensure friendly unimpeded access to, the EM spectrum. EW can be applied from air, sea, land, and space by manned and unmanned systems, and can target communication, radar, or other services. EW includes three major subdivisions: Electronic Attack (EA), Electronic Protection (EP), and Electronic warfare Support (ES).
In WM, the attacker or defender using this tactic will be allowed to counter all the enemy Commanders/Assault Control of units.
DEFEND TACTICS:
- COUNTERATTACK: Good option for the defender against RAID or INFILTRATION. The Defender will get rally +1 against those attacker tactics.
- DECEPTION: Deceiving and tricky maneuvers to engage the attacking forces in an scenary giving advantage to the defender forces. (Defender will get extra random 1 to 6 counter jams)
- OUTFLANK (DEFENDING): Against an attacker atemping ASSAULT, the defenders will get a rally on their units (+1 dmg to each unit proc sucesfull)
- FORTIFICATION: This tactic will strengh the defences of the defender faction. Boosting by +25% all the structures damage and raising by +25% the defensive power.
- AERIAL FORTRESS: Conceal enemy Airborne Fire Swarm efects. If enemy didnt setted Fire Swarm, the defender will get rally +1 to their aerial units.
- ELECTRONIC WARFARE: The defender will be allowed to counter all the enemy Commanders/Assault Control of units....
I hope all you could enjoy the idea and may the Devs take a look on this stuff.
Regards.
Blackblade (aka Germán Jaramillo)