Faction improvements: [Starting from the most basic fixes to more wide sweeping changes I'd love to see in the faction system
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Improvement 1: Logging in and out of faction bases
1) Enemies base, pops you outside if you time out and log in.
2) Own Faction base, allows you to time out inside.
Incorporating more SKILLS into factions:
- Camping - at skill 80 allows you to log inside enemy faction base using your camping skill.
-Tracking: GM Tracker can detect campsites where enemies logged in base.
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Improvement 2: Barriers and Defenses:
1) Each faction is designated 15 barrier spots, cost 250 silver and 20 boards and decay after 36 hours.
2) Fast item decay - Items placed on the ground decay in 10 minutes
Incorporating more Skills:
-Faction Carpentry: Carpenters can build faction barriers using silver. Barriers can not be placed next to each other (must be at least one tile apart)
-Lumberjacking: 80 lumberjack is require to remove the barriers [25 hits to destroy at 80, 20 at 90, 15 at GM]
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Improvement 3: Removal of standard town Guards from faction towns
-Replace standard town guards with faction guards who function differently according to faction affiliation. Spawn rate is set by the Sheriff of the Town and draws from the town resources. The higher the spawn rate the less personal guards the Sheriff has to draw upon in a defense. Bankrupting a town will leave it, guardless. Faction Town Guards will not attack opposing faction members based on their faction affiliation. Guards are tough but killable and can be summoned in guardzone by yelling "Guards".
True Britannian Guards: Attack reds, greys and criminals who enter town on sight as well as attacking anyone who commits a criminal act in the guardzone. TB guards will attack reds who are members of the True Britannians as well as reds from other factions.
Minax: Allows Blues, Reds (Murders) and Greys (Criminals) in town. However guards ignore most criminal activity such as thieving and murdering. The town guards will interfer when someone attacks a Minax faction member in town or an innocent (blue) attacks a criminal in town.
Shadowlords: Do not allow blues into town without being attacked. Must be grey, or red to enter unharrassed. Guards will attack any non faction member who attacks an SL faction member.
CoM Guards: Allow criminals (grey) and Murders (red) into town and function similiarly to how guards act now. They will attack any non faction member who attacks a CoM member as well as anyone who commits a criminal act.
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Faction Improvement 4
Fix the town economies: Money brought into town by buying resources from npc's and faction vendors should translate into the town treasury at a rate of 1 silver for every 100 gold.
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Faction Improvement 5
Each town give a skill bonus to the occupying faction based on the towns virtue:
Brit: Compassion: +5 Healing
Trinsic: Honor: +5 Chiv
Skara: Spirituality: +5 Spirit Speak
Yew: Justice: +5 Tracking
Minoc: Sacrifice +5 Tinkering
Moonglow: Honesty: +5 Magery
Vesper: No virtue: +5 thievery
Mag: Humility (no bonus)
If a faction controls all 8 cities they recieve a stat bonus based on their faction rank.
Rank (1-4): +1 to str, dex, int
Rank (5-8): +2 to str, dex, int
Rank (9-10) +3 to str, dex, int
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Faction Improvement 6
Add more faction cities such as Jhelom (+5 tactics), Occulo (Blacksmithing + 5) , Serpents Hold (+ 5 parry), Wind (+5 Eval), Nujelm (+5 Necro).
**Buc's Den has been purposely left out because it has always survived as an independent.
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Faction Improvement 7
Move CoM base to Wind, disable magery requirement for faction members.
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Faction Improvement 8
This is the most far reaching but I would love to see the faction system to move in this direction.
Each town have its own base and a factions wishing to take control of the city would be required to guard a city sigil in each individual town. This way multiple guardings could be going on at once and it would be very difficult to control the entire kingdom.
Faction bases would be used as a faction safe havens and meeting areas only open to members of the same faction.
If one faction has control of all Felucca then opposing faction bases can be invaded and corrupted by stealing an opposing faction's faction stone.
Faction stones can be moved using the stealing skill and can be placed in the controllers faction base. During this time all enemy factions may enter the controlling factions base. A faction has 24 hours to retrieve its stone or all members will be dropped from the faction. The faction stone will remain in the enemies base for 2 weeks during which time no one will be able to join that faction. The faction stone will return to its rightful base in two weeks.
A faction can not recruit new members when they hold an enemy faction stone.
Ending the war! If all opposing factions stones are corrupted. Then the war is over for 1 month from the time the last faction stone was corrupted. During this time the dominating faction has complete control of all the towns and cities.