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'''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.
'''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.


==Making a Faction==
==Factions are more than Guilds==
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:


* Capital - how much depends on which faction you are trying to make. Cheapest faction requires 30,000,000 credits in asset value.
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.
* 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==
==Making a Faction==
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.
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:
 
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.
 
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:
 
* [[Mining]] - requires a Mining faction
* [[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
 
==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===
* 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.
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.
* 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.


===Asset Protection===
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.
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===
==Faction types==
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.
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.


===Arrest and Execution===
A full list of different faction types is available in the rules section: [http://www.swcombine.com/rules/?Faction_Creation Faction Creation]
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===
==Maintaining a Faction==
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====
Once you have established a faction, certain conditions must be maintained to ensure that the faction is not dissolved.
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.
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.


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




[[Category: Getting Started]]
[[Category: Game Features]]

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.