Stabilis
Member
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- Society: faction leaders can recruit other faction leaders. This causes the recruited faction to become a rank under the recruiting faction. Ranks are determined by a faction's position in a society... starting from city, to state, to country, to continent. Ranks determine the influence coefficient, factions with higher ranks giving more influence per battle. The second bonus, as a whole network, all factions within a society gain a separate boost to influence per battle, and this increases by the size of the society. A faction leader can recruit 2 factions and be recruited by 1 faction at the maximum. There is a maximum of 4 ranks, 4! (4x3x2x1) faction slots which equals a maximum of 24 factions in a society.
- Ally List: a list of allies like the buddy list that determines which factions are in your society, with according ranks labelled. This allows faction leaders to message other faction leaders.
- Faction War: local wars and global wars, civil wars and international wars. Local wars occur between 2 factions, a faction leader must challenge another faction leader to a local war. When the challenge is accepted, all available (online and not busy) faction members on both sides must accept or decline the war invite... and if they do accept... they participate in a war where 2 players at a time from either faction are in battle and the remaining members wait on hold until they come into play when a battling member of their own faction dies in battle. The winning faction gains influence equal to 10% of the losing faction's total influence and the losing faction loses that same amount. Global wars occur between all factions within a society. The head faction leader of a society must challenge the head faction leader of another society to a global war. When the challenge is accepted, as previously stated, all available faction members must either accept or decline to participate in the global war. As previously stated again, all battling society members are involved in a large-scale 2v2 battle just like a ground war. The winning society's head faction gains 20% of the losing society's head faction and the losing head faction loses that same amount. Civil wars occur when 2 Exile factions or 2 Legion factions battle each other. Civil wars offer a low bonus to influence. International wars occur when an Exile faction and a Legion faction battle. International wars offer a high bonus to influence. Influence rewards from wars are calculated in 2 variables, 1 variable is the influence that is taken from a losing faction, and the other variable is the bonus given depending on the conditions of the war (such as local or global, civil or international). Influence determines the society ranking of a faction, and the higher the ranking of a society's head faction, the greater the influence bonus and achievements.
- Faction Resources and Utilities: faction leaders can spend redeemable influence on resources or utilities for their faction. This does not affect total influence, the amount of redeemable influence available in a faction is "x/total influence". For example, faction A has never spent influence on anything and has 1 000 000 redeemable influence, and spends 20 000 of this influence on a plasma generator. The total influence is still 1 000 000, but the redeemable influence is now 980 000. Utilities and resources can be used to produce and upgrade different establishment that provide bonuses to the faction... such as a bonus to influence, bonus to credits, or bonus to battle tokens, or something new.
QUESTIONS or COMMENTS?
< Message edited by Depressed Void -- 9/13/2012 16:01:23 >
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