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Factions are the Guilds of SWCombine. 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.
'''Factions''' (or "Combine Member Groups") are more or less Guilds of [[SWC]]. 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.
 
==Factions are more than Guilds==
 
Guilds are often an association of character or players. But Factions are more powerful in [[SWC]] than Guilds in most other games. They have advanced features to administrate their members and their assets. They can own things and allow their members to use them. Factions can even own other Factions. Factions can take on the role that companies, societies or even governments have in real life.


==Making a Faction==
==Making a Faction==
Making a faction is a lot more complicated than in many other games. A series of [http://www.swcombine.com/rules/?Faction_Creation requirements] need to be met before being able to create one. These are listed below:
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 type you are trying to make. The cheapest faction type requires 50,000,000 credits in asset value.
* Registration Fee - this ranges from 50,000,000cr to 200,000,000cr depending on faction type.
* 7x7 Facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.
* Art - several banners and logos are required to identify your faction.
 
Some requirements are different for different types of Factions. You can see the complete list of requirements on the [http://www.swcombine.com/rules/?Faction_Creation Faction Creation] rules page.
 
==Faction types==
 
There are various types of factions. Examples of faction types would be Government, Mining or Pirates. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example, a Government will not be able to build ships for their navy without the help of a Manufacturing type faction.
 
A full list of different faction types is available in the rules section: [http://www.swcombine.com/rules/?Faction_Creation Faction Creation]
 
==Maintaining a Faction==


* Capital - how much depends on which faction you are trying to make. Cheapest faction requires 30,000,000 credits in asset value.
Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.
* 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==
If the active member count falls below a threshold then the faction will be in danger of dissolution. For all Government factions this requirement is 15 or more active members. All other faction types require just 1 member. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns above the threshold then the countdown is halted and it will count back upwards one day at a time.
Joining a faction is much simpler than making one. On the sidebar is a link to [[Faction Menu|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 [http://www.swcombine.com/community/factions.php 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.
Government factions will not dissolve after the timer expires and will instead revert to the faction type it was before becoming a government. Additionally, they also lose access to all Government faction resources, including the ability to claim taxes.


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.
Should a faction be dissolved, then all assets owned by that faction will be placed on the [[Trading#Prices_and_Markets|Market]] for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.


==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:


* [[Mining]] - requires a Mining faction
[[Category: Game Features]]
* [[Production (Droids)]] - requires a Droid faction
* [[Production (Facilities)]] - different facilities require different factions
* [[Production (Items & Weapons)]] - requires an Item or Weapon faction
* [[Production (Ships)]] - requires a Ship faction
* [[Production (Space Stations)]] - different stations require different factions
* [[Production (Vehicles)]] - requires a Vehicle faction
* [[Recycling]] - requires a Recycling faction

Latest revision as of 03:11, 11 September 2018

Factions (or "Combine Member Groups") are more or less Guilds of SWC. 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.

Factions are more than Guilds

Guilds are often an association of character or players. But Factions are more powerful in SWC than Guilds in most other games. They have advanced features to administrate their members and their assets. They can own things and allow their members to use them. Factions can even own other Factions. Factions can take on the role that companies, societies or even governments have in real life.

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 type you are trying to make. The cheapest faction type requires 50,000,000 credits in asset value.
  • Registration Fee - this ranges from 50,000,000cr to 200,000,000cr depending on faction type.
  • 7x7 Facility - faction creation will convert a 7x7 facility owned by you into the faction HQ.
  • Art - several banners and logos are required to identify your faction.

Some requirements are different for different types of Factions. You can see the complete list of requirements on the Faction Creation rules page.

Faction types

There are various types of factions. Examples of faction types would be Government, Mining or Pirates. Not all game features are equally available to all types of factions, so that factions of different types will have to cooperate. For example, a Government will not be able to build ships for their navy without the help of a Manufacturing type faction.

A full list of different faction types is available in the rules section: Faction Creation

Maintaining a Faction

Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.

If the active member count falls below a threshold then the faction will be in danger of dissolution. For all Government factions this requirement is 15 or more active members. All other faction types require just 1 member. If the number of members falls below that count then a notice is provided in the faction events page. This notice is sent once a day for 14 days, counting down until the last day at which point it is dissolved. If the member count returns above the threshold then the countdown is halted and it will count back upwards one day at a time.

Government factions will not dissolve after the timer expires and will instead revert to the faction type it was before becoming a government. Additionally, they also lose access to all Government faction resources, including the ability to claim taxes.

Should a faction be dissolved, then all assets owned by that faction will be placed on the Market for sale to the general public. NPCs will become the property of the player they are assigned to. All faction specific buildings such as Headquarters will be destroyed.