Title: Crime Assets
Dragon - March 6, 2007 12:13 PM (GMT)
I had this idea a few days ago, and I forgot about it…but alas today, despite having a shit sleep (because my computer turned itself on at 3.30am, 4.00am and 4.30am before I got mad and pulled the plug on the bitch) I remembered my idea….
This is about CRIME factions, and the idea is quite simple and I believe it could promote crime a little better. Because the idea of crime in this server, is that illegal activities are performed under the nose of the ruling government. Smuggling, trading, selling a variety of illegal products. But, we’ve seen crime begin to steer from that because we lack any system, and instead begin to build ‘armies’ and have soldiers…However, what should happen is crime factions fight one another and try to eliminate competition…but to do this I have this idea…
Territory
Crime organizations in our world focus a lot of their efforts in acquiring territory, ranging from entire districts under their ‘control’ to small buildings. Therefore, we could make possession a driving point of crime factions...whereby controlling certain areas earns prestige. For example…
The Exchange somewhat controls the Mos Taike (TatSJC) territory, but within that map there are 4 buildings:
-The Cantina (most prestigious)
-The Shop
-The Storage room
-The Depot
Possession of these facilities means the Exchange has general control over the areas, recently Brutus’ Exchange thug was extorting money from Rata’s small shop. I believe the same can be done for all areas, extorting money from the cantina barmen, keeping watch on it and driving off competition. So essentially, other crime factions should try and do the same, what I like to call…
CONTROLLING ASSETS
Possession of map assets can be another way that crime factions acquire wealth. And its also controlled by faction rank, because a faction that is rank 2 wont have the manpower to retain assets, therefore they must hire mercenaries providing they have the ability to do so.
I think that immediately we should allow that possession of map buildings is a means for Crime factions to build reputation and wealth. That way other factions will aspire to take control of these assets, and in response, crime factions must hire mercenaries to defend them etc.
GX-348 - March 6, 2007 01:19 PM (GMT)
Your computer is possessed.
Dragon - March 6, 2007 05:37 PM (GMT)
Arcadiaus - March 6, 2007 05:38 PM (GMT)
still formulating a response
cloud - March 6, 2007 07:00 PM (GMT)
Wonders if Dragon has been playing GTA: Vice City Stories on the PSP lately
I'm not entirely sure what i think of this idea, but i think that there should be maybe one or maybe a few buildings that by owning them gives the faction an ability to do something special;
e.g
- The Depot - Owning this building on Mos Taike gives the faction +1 Rank.
- The Garage - Owning this building on Bothawui allows the faction to purchase double the amount of ships.
- The Pyramid - Owning this building allows the faction an extra FM3 class.
Those are just some quick ideas. As soon as the faction loses the building, they lose the special ability that accompanies it, effective immediately.
Niftyeye - March 6, 2007 07:03 PM (GMT)
yea but it gives crime factions a advantage, but not much of one
I think its a good idea, would be fun to see 'turf' wars over various parts of the map, would indeed spice things up, good idea
Pheobus - March 6, 2007 07:22 PM (GMT)
Great Idea. And i was thinking of something abit like that last day.
Remus - March 6, 2007 07:59 PM (GMT)
This reminds me the Godfather game... Well, Dragon's ideas are very cool, aswell Cloud ones. I definately like this idea, as it will give the crime factions another meaning, like mobs.
Zephyr - March 6, 2007 08:19 PM (GMT)
Sounds cool, that would give crime factions more influence in rp. Would also promote a fear of them knowing they have so much control on certain planets.
I agree... :thumbsup:
Dragon - March 7, 2007 04:46 PM (GMT)
Thanks for replies, I’d like some input from others also…as I said there’s nothing official required here. However a more simple idea could be that per territory acquired it grants the faction a +1 bonus providing they are not benefiting from an ally bonus. And also, the faction should submit to a fleet cap (crime factions like the Exchange shouldn’t have Sovereign command ships in my opinion)
E.g.
Exchange controls the Bar & Shop in Mos Taike = +2 Bonus
~This means they get the additional FM3 classes, but in return they lose their ally bonus (in the long run this is more beneficial) and they also get a fleet cap. Meaning they cant build Command ships, but instead they get to build more ships due to the + bonus.
However, because already the server has several systems, and adding more will only complicate matters, I think that the crime factions themselves should focus on control of territory without any actual bonus. Because not everything in the server deserves a bonus. So instead factions just roleplay the benefits of controlling assets.
Dragon - March 9, 2007 06:01 PM (GMT)
Can I get more opinions here please? This idea I believe is necessary to help crime flourish so id appreciate some more input. Just remember that without crime you lose the need of good factions....
'Cj - March 9, 2007 06:04 PM (GMT)
The territory sounds cool, because then their would be more altercations between the various criminal factions.
Bendak Saul - March 9, 2007 08:13 PM (GMT)
After being walked throughout, I think it's a great idea.
Kyrden Ors - March 9, 2007 09:47 PM (GMT)
I think territory shouldn't be the only thing. Accualy RP's of trading should not only substantiate the factions wealth but influence. A faction who's well known for delivery the best goods around should have influence like so. For instance, every 50 valid RP's of weapon/spice/slave trading would gain you a +1 bonus. This way, its worth doing, without making it too easy. Of course theres other ways, jsut putting the idea out there. Also, I don't think there should be so many crime factions. With Black Sun, and the Exchange, anymore would make crime almost pointless. With Thugg inactive, its pretty good. Also, we need either black sun or Exchange to become an NPC faction soon, which would make governing it alot easier because the exchanges leaders seem to die so fast, and I can't even get on.
Dragon - March 9, 2007 10:31 PM (GMT)
Ideally we need more crime factions, so crime factions contend with each other instead of fighting the Empire? Large crime = more need for the Jedi and Empire etc. Also Im not suggesting any official system, just perhaps that Crime factions acknowledge the advantages of territory...and the eagerness to defend it.
Kyrden Ors - March 9, 2007 11:12 PM (GMT)
I disagree. The more crime factions we have, the more people will be building up fleets instead of accualy competing through crime. If theres only one or two superpowers in crime, then it makes the crime business in general easier. Also, if we have 40 different crime factions, and 3 people in each one, its pointless. now, if we have 3 crime factions with 40 people in them each, then there you've got a damned good crime faction(s). Thats why the Alliance and The Empire flourish. They're the only two major militaristic forces, and almost everyone has an imperial or an alliance soldier, being that its easier to join. If the exchange or black sun makes NPC level, then members can join easier and crime factions will grow, thus growing crime RP's and thus creating more need for the jedi and empire to intervene.
Dragon - March 9, 2007 11:17 PM (GMT)
True in some respect, but in the end these factions tend to focus on the Empire and deter from crime and focus on building fleets. Imo I have always stated faction types should restrict fleets available. E.g. Crime shudnt build command ships, and instead should only build up to Light ships, but they get more of them. Mercenaries shud get only Heavy ships etc...thats my take
Kyrden Ors - March 10, 2007 12:05 AM (GMT)
I agree with the idea of a ship limit, however instead of being limited to light ships, they should be limited only to transports, cargo's, and star fighters. They have no fleet of soldiers, just cargo ships to transfer spice, and also starfighters to transfer smaller ammounts or for discreet deliveries. I do agree, no crime faction should be allowed to have a soveirgn class command ship, or an Imperator II. Thats why I only order starfighters, and the other ships I order are all cargo/transport-related. As well, if the TLOM, the Exchange, and all those other factions teamed up against the empire, I wouldn't have a fleet due to the fact that my ships are stricly cargo, carry no soldiers aside from the basic security system/security soldiers, and don't have high powered lasers. Instead, my ships are very strong, have larger cargo holds, and in place of turbo lasers and what not, are extra sheild generators or engines. I dont think we should stop crime factions from building fleets in general, but they shouldn't be able to build fleets in order to go to war, only for accualy uses.
Now, I may be from whats seen at a first glance as building a fleet for a militaristic attack on the empire, however its nothing like that. Dajo likes the empire, and was going to offer deals during the Imperial-Alliance war to supply imperial troops with large amounts of bacta, and other combat-enhancing weaponry, spices, etc. However, I wasn't able to become large enough untill the end of the war, and now the empire are just a bunch of prudes who won't accept honest help when its offered.