Guild Owned Sectors in CE???
Posted: Fri Dec 30, 2022 10:36 pm
First i would like to mention that its not to lock anything away from non guildmates and other players, but please read till the end so you can see bigger picture.
Guild finds a system/sector then it has to survey/explore the syste/sector to find planets or other stuff (Stations could be abandoned and need fixing) or built from ground up. Then after that is done, we would get option to build NPC settlements/maybe open up player owned slots or guild owned. Then you would need to take care of defending the sett/station/... Once you sort that out, you would have Projects (like Genesis or Discovery) where you would need resources and misc items to open up stuff on NPC Sett/stations/... like ORSA site, GLESO,stores,.....
Guild would get % of income from stores/hauling and resources from Combat/extracted/salvage for example.
Would also need to patrol the area with Combat Battleships for example to keep the system/sector safe.
We can also introduce Mercenary type patrols so you would have Guild Faction Offices where Mercenaries (non guildmates) would earn Faction XP and gain levels and titles.
Here is OtherRicks add on to my idea refining it further:
1) Patrol by sending crew members out on missions.
2) Patrol by deploying Genesis deployments out on missions.
3) Patrol by taking missions at a system-specific Corporation contract office.
4) Optional patrol by taking missions at a Guild-owned Combat Contract Office.
Essentially we would be setting up is the ability for guilds to become their own factions, on par with the Alliance/Verec-Par/GalFed
We could even introduce Guild mercenary levels and higher ones get harder missions etc.
Guild faction levels would need to be unlocked with Guild XP.
Guild contracts for missions could cost guild XP to set up (similar to guild GBM's)
Non Guildies would be mercenaries only. And they would be paid either in credits or resources % of loot for example. That way you dont lock non Guildies out. Here is refining this idea further:
What I mean is, guildies and non-guildies alike can earn faction XP to attain new ranks (Recruit, Corporal, Admiral, Respected, etc). However, higher ranks (Corporal, Admiral, Respected, etc) don't exist until the guild unlocks them and gives them a name.
Further, the Guild Contract Office from which captains can take out contracts is fueled by the guild's Guild XP. The guild can set things like contract variety and payout, and the Guild XP cost to make the contract available in the office is affected by those settings.
(lets the Guild decide, for example, if they wanna have an "Ashar" Combat Office or a "Wesbec" Combat Office).
What do you all as community think about this idea?
Regards
MadMaxxx (with Hunbaba and OtherRick)
Guild finds a system/sector then it has to survey/explore the syste/sector to find planets or other stuff (Stations could be abandoned and need fixing) or built from ground up. Then after that is done, we would get option to build NPC settlements/maybe open up player owned slots or guild owned. Then you would need to take care of defending the sett/station/... Once you sort that out, you would have Projects (like Genesis or Discovery) where you would need resources and misc items to open up stuff on NPC Sett/stations/... like ORSA site, GLESO,stores,.....
Guild would get % of income from stores/hauling and resources from Combat/extracted/salvage for example.
Would also need to patrol the area with Combat Battleships for example to keep the system/sector safe.
We can also introduce Mercenary type patrols so you would have Guild Faction Offices where Mercenaries (non guildmates) would earn Faction XP and gain levels and titles.
Here is OtherRicks add on to my idea refining it further:
1) Patrol by sending crew members out on missions.
2) Patrol by deploying Genesis deployments out on missions.
3) Patrol by taking missions at a system-specific Corporation contract office.
4) Optional patrol by taking missions at a Guild-owned Combat Contract Office.
Essentially we would be setting up is the ability for guilds to become their own factions, on par with the Alliance/Verec-Par/GalFed
We could even introduce Guild mercenary levels and higher ones get harder missions etc.
Guild faction levels would need to be unlocked with Guild XP.
Guild contracts for missions could cost guild XP to set up (similar to guild GBM's)
Non Guildies would be mercenaries only. And they would be paid either in credits or resources % of loot for example. That way you dont lock non Guildies out. Here is refining this idea further:
What I mean is, guildies and non-guildies alike can earn faction XP to attain new ranks (Recruit, Corporal, Admiral, Respected, etc). However, higher ranks (Corporal, Admiral, Respected, etc) don't exist until the guild unlocks them and gives them a name.
Further, the Guild Contract Office from which captains can take out contracts is fueled by the guild's Guild XP. The guild can set things like contract variety and payout, and the Guild XP cost to make the contract available in the office is affected by those settings.
(lets the Guild decide, for example, if they wanna have an "Ashar" Combat Office or a "Wesbec" Combat Office).
What do you all as community think about this idea?
Regards
MadMaxxx (with Hunbaba and OtherRick)