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squamous

Faction Mod

Jul 30th, 2016
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  1. My idea is a mod that gives NPC settlements of all kinds the ability to expand and grow with or without the help of the player. Essentially, every dungeon and town (Or maybe a small percentage of them) is designated as a separate entity henceforth called a "Nation." Conflicts happen when nations sharing a single planet deploy soldiers who will either walk to the enemy or be teleported to the border of the settlement/dungeon, and engage the defences until the population of the enemy town is gone, at which point guards and civilians (Perhaps the civilians will remain the same and only the guards change?) of the attacking nation would spawn in. The winner will probably gain some advantage in troop numbers or a quicker troop respawn rate or something. Repeat until a single nation has gained control of the planet.
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  3. The above is the basic mod that I would be content with. Below are things I consider to be unnecessary but would make good additions.
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  5. -When you join a faction you get different quests, such as assassinate a specific NPC or deliver intel to the front lines with the chance of being stopped by enemy forces.
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  7. -Being at risk of random attacks by enemy soldiers should you pick a side in a conflict.
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  9. -Wars between planets. This seems hard, but I have an idea on how to do it. My idea (and I have no idea if this would work) Is that if a nation on planet x decides it wants to attack the nation on planet y, several (or one) teleporters (They can be entities or objects, whichever is easier) are spawned on the surface of said planet. As long as these remain on the planet, nation x can send troops to attack nation y. If nation y can destroy those teleporters (if you aren't on a planet I just imagine its a number thing that happens in the background), then nation x won't be able to attack until it gains the orbital strike ability again, which could happen in N amount of days.
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  11. -When your colony grows to a certain size, it is designated a nation as well, and can be attacked (and you can attack others). Alternately, you could pledge yourself to an already existing nation, but any enemies they have will be your problem as well.
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  13. -Alliances can be formed. Alliances mean that multiple nations can work together to attack foes/will come to one another's defense. Maybe there can be quests to break alliances?
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  15. -Different nations will have different troop numbers/chance of forming alliances depending on race. Hylotl nations, for example, have a high chance of alliances but a low troop count. Floran nations have a low chance of alliances but a high troop count. Dungeon-based nations as a rule would be more hostile than town-based nations. Although perhaps across the board, nations would be more likely to make alliances with nations of the same species, or species the lore states they have a good relationship with.
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  17. -Have it so nations could only attack places that are within a certain reach of their holdings. This prevents nations from being attacked by forces literally millions of light-years away. This may be negated by the fact that the stuff on planets will really only exist after being visited by the player (I think), so only planets the player has explored would be able to engage in this type of behavior.
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