Forums » Suggestions

The Long Awaited "We're Evil" Faction

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Jan 06, 2014 Dr. Lecter link
Building off this, http://www.vendetta-online.com/x/msgboard/3/25025#308894, I suggest it is time for VO to do a relatively quick and dirty implementation of a Pirate faction.

Corvus, as the traders with multiple nation and Corvus POS standing cry whenever it is suggested that Corvus faction should be mutually exclusive with "Good" nations' faction, is supposedly not pirate but blackmarket...welcoming to all with credits regardless of reputation. Given the primacy of Corvus and the Syndicate in the Backstory, that seems a weirdly neutral interpretation...but the Devs have never (to my knowledge) said anything to suggest a more anti-Good alignment is what Corvus is/will be.

Thus, any attempt to tie access to special Corvus ships/items/weapons to an actively "Evil" alignment has consistently failed. Which would be NBFD were it not for (1) the significant number of players who would like to actively RP a pirate-aligned character; and (2) the fact that significant ship/item/weapon capabilities could be balanced merely by mutual faction exclusivity, which we currently cannot have because everyone cries Corvus is supposed to be open for all. We need an actively piratical faction that is openly hostile to the major powers.

The rough outlines of my suggestion are:

(1) A new faction consisting of, for now, a single fogged Odia sector station, like Latos M-7. The station should have the standard complement of guards and SF (ideally the old Unrats), as well as destructable turrets like those used with conquerable stations. All players start at -600 with this faction.
(1a) Inc. spoke of a capship station - I think this is too complicated to start with. There's also the possibility of making the station move randomly...I'm not sure how that would work in terms of pilots being informed of its location on an ongoing basis, but it's not a horrible idea. OTOH, it is probably more complicated and is not really necessary if you combine a fogged M-7 style station with turret defenses...especially if the station is a long way from all warp-in points and nowhere near as massive as M-7.

(2) Docking privileges (i.e., -599 standing) and a waypoint to the station are only obtainable after completing a mission string that starts at Corvus. Corvus POS is the prerequisite for the first mission in the string becoming available.

(3) Mission #1 involves forcing an interested player to become KOS with the Serco. Killing a couple marshals would cause that, but I'd like to see something extra like "Kill 5 'Respected' or higher Serco faction PCs in Serco Guarded/Monitored space." End of Mission #1 is encouragement, a substantial sum of credits, and the availability of Missions #2 (same thing for Itani) and #3 (same thing for UIT).

(4) Mission #3 gives -599 standing with the "Evil" faction, the coordinates to the faction's station, and activates a waypoint to the station itself. Pilots are cautioned that gaining faction of more than -600 with Itani or Serco, and/or more than Disliked with UIT, will automatically cause them to become -600 with the "Evil" faction.

(5) Upon docking at the "Evil" faction's station, the newly minted Tri-KOS player will find basic amenities like Repair and Rearm (75% discount to standard rates); the normal complement of powercells (50% upcharge to standard Corvus rates), a few standard ships and weapons like the Hog Mk II, Vult Mk IV, Taur Mk III, Moth, Gauss Mk II, Posi, Neut II, ADV rail, sunflare, jackhammer, AGT, and megaposi (50% upcharge to standard Corvus rates); special items available nowhere else like the Greyhound and a souped-up version of the power drain blaster (current Corvus pricing); and a few of the old piracy missions (raid this Voy, etc).

I think that would be enough to get the new faction up and running. New mission strings could be developed by the PCC, and perhaps contraband (once implemented) could be purchased here but nowhere else. Aside from dropping in a new faction and something similar to the M-7 station implementation, the only real changes would be pulling the Hound from other stations.

Flame away, trader dogs.
Jan 06, 2014 Snake7561 link
+1
Jan 06, 2014 Kierky link
tl;dr
Jan 07, 2014 vanatteveldt link
+1

- I would drop the Corvus POS. This just adds lots of grind. Respected or something like that should be fine.

- I think the player should start a bit higher than -599, to make him feel at home in the new faction.

- For initial docking rights it should suffice to prove loyalty by killing X PC's of the players home faction, not all three. The triple kill should be needed to get full access, e.g. all ships etc, and maybe to access the faction change operation if any will be provided.
Jan 07, 2014 Dr. Lecter link
- I would drop the Corvus POS. This just adds lots of grind. Respected or something like that should be fine.

- I think the player should start a bit higher than -599, to make him feel at home in the new faction.

- For initial docking rights it should suffice to prove loyalty by killing X PC's of the players home faction, not all three. The triple kill should be needed to get full access, e.g. all ships etc, and maybe to access the faction change operation if any will be provided.


I slightly disagree with your first point, as I think you should have to really be at home in Greyspace before you're even presented with the option to cross over to the dark side. But whether it's +900 or +1000 Corvus isn't a huge deal. It would be odd that you only need Respected to get this hush hush info, but must have very high Corvus standing to buy a CV or CMaud.

The second point is fine by me - I do think standing gain should be quite slow, however.

My only real objection is to your third point because simply going native KOS is insufficient. The whole point of adding this faction is to provide an alignment option for Hostis humani generis, and to allow for relatively desirable ships, weapons, and items to be balanced by forcing a choice between what Evil Co. has to offer and things like Valks, Proms, and whatever shit makes the UIT special. If I could, I'd suggest that anyone passing the third mission automatically have any faction specific ships wiped from their inventory.

This is somewhat tempered by allowing Evil-aligned pilots to later build up some Serco and Itani faction (so long as they stay Hated) and even get Disliked access to the more porous and less desirable (read no Proms or Valks for sale here) UIT space. In the future, perhaps selling such desirable ships to Evil-aligned pilots could be a lucrative blackmarket for more traditionally aligned pilots.

Still, I could see native KOS allowing mere docking rights, R&R privileges, and the ability to buy a couple of the less desirable ships and weapons. Perhaps the second mission (bi-KOS) could unlock the remaining generic ships and weapons, while Mission #3 (Tri-KOS) would unlock the Hound and a cool new energy drain blaster or some such piratical toy.
Jan 07, 2014 TerranAmbassador link
+1

It seems like a logical extension of Corvus.
Jan 07, 2014 ryan reign link
+1
Jan 07, 2014 Pizzasgood link
+1, I guess. I'm a fan of multiple small pirate factions, not such a fan of The Pirate Faction. I suppose we have to start somewhere though.
Jan 07, 2014 csgno1 link
+1. I think it's a good idea, but I don't see some of the current pirates adopting it since they like their faction exploits.

You may get less objections from the traders than you expect because it doesn't encourage Itani and Serco POS pirating, which is an annoying loophole in the current system.
Jan 07, 2014 Dr. Lecter link
+1, I guess. I'm a fan of multiple small pirate factions, not such a fan of The Pirate Faction. I suppose we have to start somewhere though.

True enough, which would be a good reason to leave it as one, fixed but hard to find/hang out near, pirate cove. More could be added elsewhere later.

Still haven't thought of a name for Evil Co., either.
Jan 07, 2014 abortretryfail link
+1 The game needs incentive for being "red" on newbs radars for hostile game play styles.
Jan 07, 2014 tarenty link
+1

My only suggestion is that it be moved to Pelatus, or have some of Odia's stations moved there. Odia is busy enough as it is.
Jan 07, 2014 Dr. Lecter link
I feel like one of the Corvus barracks stations in Odia could be deleted, but that gets tricky with storage and whatnot.
Maybe Bractus? Pelatus seems awfully close to the UIT and Itani borders, and may also wind up becoming busier as the Akanese plotline is developed in 2114.
Jan 07, 2014 abortretryfail link
Whatever happened to that "roving pirate station" thing Inc was talking about bringing back with some old station asset?
Jan 07, 2014 Dr. Lecter link
Last I heard of it was in the link above.
Jan 08, 2014 vskye link
+1
Jan 10, 2014 Dr. Lecter link
As an exclusive toy for this faction, I propose the following (some tweaks from when I last suggested it in 2009):

Evil Co. Enhanced Megapositron Blaster

Evil Co. engineers have managed to wring some additional efficiency from the original megapositron blaster. Unfortunately these black market modifications require slower conductors, reducing shot velocity and adding additonal cooling time between shots -- make each one count.

Damage 1500
Velocity 190 m/s
Energy 14/blast
Delay .35 seconds
Mass 500 kgs
Targeting Okay
DPE 107.14
Cost 25,000cr

Requires 4/-/4/-/-, and +950 Evil Co. faction.

Standard Mega Positron Blaster

Damage 1200
Velocity 205 m/s
Energy 18/blast
Delay .25 seconds
Mass 500 kgs
Targeting Okay
DPE 66.67

Requires 2/-/2/-/- and Hive Queen Hunter I.
Jan 10, 2014 TerranAmbassador link
+1 to the Evil Co. megaposi.

I can imagine someone making a pretty buck selling them too.
Jan 10, 2014 Dr. Lecter link
I wonder if there's a way to make hauling/equipping them contraband - attracts guards, SF, and turrets in monitored/guarded space after X seconds delay.
Jan 11, 2014 TerranAmbassador link
I'd limit the contraband thing to the Big Three and TPG (because TPG are supposed to be good guys here).

Greyspace stations (excepting those belong to one of the four mentioned above) don't care, as long you don't shoot things up.

Might also be interesting to have greyspace entities that have stations inside UIT space allow them as well, if only in their own sectors. Same reasoning, and it fits in with their established "personas".

Corvus, at the very least, probably wouldn't care, being the shady "not sure if evil or just amoral" group.