Difference between revisions of "Faction"

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* [[Production (Vehicles)]] - requires a Vehicle faction
 
* [[Production (Vehicles)]] - requires a Vehicle faction
 
* [[Recycling]] - requires a Recycling faction
 
* [[Recycling]] - requires a Recycling faction
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==Faction Abilities==
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Owning, leadinng or being in a faction provides several advantages above and beyond just being a group. Besides the above advantages there are several specifc features that only factions can access.
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===Member Organisation===
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As a faction you will be able to see all the members of your faction, both active and inactive players. You can assign up to three different info-fields so that you can organise which department your members work in as well as rank any anything else you can think of. You can send a [[DM]] to all members of your faction without having to manually input each memebers name. You can give certain [[Privileges]] to your members allowing them to use faction-owned assets without having to specifically assign them to them.
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===Asset Protection===
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Owners and leaders can protect assets that the faction owns, preventing them from being able to be made over to anyone. This allows factions to not require absolute trust in their members as there is a layer of protection - not that it stops it completely. Only owners of a faction can unprotect assets.
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===Change Leader===
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The leader of a faction can be changed at any time by the owner (and in the case of Governments, Paramilitary and Religious factions, by the leader themselves) at a small cost: ''=5,000 x # active members''
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This will generate a Flash GNS News event.
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===Arrest and Execution===
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All factions can [[Arrest and Execute]] their own members wherever they are. Certain factions have the ability to arrest other players not in their faction as long as they meet certain conditions. A faction leader is protected against any A/E attempt on them by any of their faction's members, but not against outside A/E attempts.
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===HQ Spawning Location===
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All faction's will have a HQ (if they do not physically have one they will be able to build one) and this acts as a spawn point for any faction members that have yet to spawn. This is generally used to ensure that new members to SWC and that faction are brought into doing something as soon as possible.
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====New HQ's====
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It is possible to get a 2nd (or more) HQ for your faction once you reach a certain number of active members: every 20 members after the first 10 creates a new HQ DC
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You can also get a DC if you recycle or otherwise loose your HQ and have sufficient member count to get a new one.
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Having a HQ DC allows you to build the HQ facility of the appropiate type as if it was a normal facility.
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[[Category: Getting Started]]
 
[[Category: Getting Started]]

Revision as of 03:48, 3 August 2010

Factions are the 'Guilds' of the Combine. They are collections of players that have gathered together under a mutual idea, agreement, or simply to make money. Not anyone can make a Faction, though anyone could lead one. The following should help you better understand Factions, what they are, what they can do and other related topics.

Making a Faction

Making a faction is a lot more complicated than in many other games. A series of requirements need to be met before being able to create one. These are listed below:

  • Capital - how much depends on which faction you are trying to make. Cheapest faction requires 30,000,000 credits in asset value.
  • Start up Credits - this is either 15,000,000 credits for an Information faction, or 25,000,000 credits for any other faction
  • 7x7 facility - faction creation will convert a 7x7 facility owned by you into the faction HQ
  • Website - all factions require an off-site website that details various aspects of their faction
  • Art - several banners and logos are required to identify your faction
  • Players - you require 10 players to form a faction (9 others if you are one of them) - they cannot be in another faction

Joining a Faction

Joining a faction is much simpler than making one. On the sidebar is a link to factions, and clicking it will open a new page. Here a series of links, one of which is a [Join Faction] link. Clicking this will allow you to join a faction. This page will have a list of factions in a drop down box, and when you select one, various information below will be updated, telling you what type of faction it is, who is the current leader, and what the factions website address is. You can also enter some text that will be read by a member of that faction when they look at your application.

Your best bet is to look at the faction list, and have a look at one that interests you. Looking around before joining, talking to members of that faction or visiting their IRC rooms will give you a better understanding of that faction, and inform you as to whether you would be interested in joining them.

You are also not restricted to stay with the faction you initially join. You can swap between factions as much as you like, however members of those factions will not enjoy it, and may simply reject you when you try to rejoin them again. In addition, if you spawned at your first faction's HQ and later change, you may be disadvantaged.

Faction Specific Actions

Various activities that can be performed are limited to players that are members of certain factions, or otherwise require participation of a faction. These are listed below:

Faction Abilities

Owning, leadinng or being in a faction provides several advantages above and beyond just being a group. Besides the above advantages there are several specifc features that only factions can access.

Member Organisation

As a faction you will be able to see all the members of your faction, both active and inactive players. You can assign up to three different info-fields so that you can organise which department your members work in as well as rank any anything else you can think of. You can send a DM to all members of your faction without having to manually input each memebers name. You can give certain Privileges to your members allowing them to use faction-owned assets without having to specifically assign them to them.

Asset Protection

Owners and leaders can protect assets that the faction owns, preventing them from being able to be made over to anyone. This allows factions to not require absolute trust in their members as there is a layer of protection - not that it stops it completely. Only owners of a faction can unprotect assets.

Change Leader

The leader of a faction can be changed at any time by the owner (and in the case of Governments, Paramilitary and Religious factions, by the leader themselves) at a small cost: =5,000 x # active members

This will generate a Flash GNS News event.

Arrest and Execution

All factions can Arrest and Execute their own members wherever they are. Certain factions have the ability to arrest other players not in their faction as long as they meet certain conditions. A faction leader is protected against any A/E attempt on them by any of their faction's members, but not against outside A/E attempts.

HQ Spawning Location

All faction's will have a HQ (if they do not physically have one they will be able to build one) and this acts as a spawn point for any faction members that have yet to spawn. This is generally used to ensure that new members to SWC and that faction are brought into doing something as soon as possible.

New HQ's

It is possible to get a 2nd (or more) HQ for your faction once you reach a certain number of active members: every 20 members after the first 10 creates a new HQ DC

You can also get a DC if you recycle or otherwise loose your HQ and have sufficient member count to get a new one.

Having a HQ DC allows you to build the HQ facility of the appropiate type as if it was a normal facility.