[Warning: 4000+ words incoming]
I've waited a long time for this day.
Nearly everyone in this discussion seems to be talking about resources, but let's talk factions! I've read the 'Factions' paragraph in the main doc, some of the things I was planning to suggest were already in there, but most were not. I'd like to refer a bit to the ROBLOX game "Starscape" by Zolarketh. It has a faction system which I think would fit very well into into Cosmoteer, although I have tweaked and added things here and there.
The system Starscape uses is, well, system-based. Every starsystem has a status, I'll list those statuses here:
- Core system - This system is an empire's capital system
-There are loads of stations in such a system, as it is the most important system in an empire and an important traffic crossroad.
-The empire that owns this sytem will protect the player from harm, combat is not possible in such a system.
-Resources in such a system have been completely mined out by the empire controlling it.
-There are no hostile ships in such a system.
- Empire territory - This system belongs to an empire and/or is within their borders.
-Such a system has at least one friendly station.
-The empire that owns this sytem will protect the player from harm, combat is not possible in such a system.
-Resources in such a system have been claimed by the empire controlling it and, as such, a player is not able to harvest them unless they have a very good relationship with the controlling empire. Many of these resources will already have been harvested, however.
-There are no hostile ships in such a system.
- Safe space - Although not within the borders of an empire, this system is still looked over by an empire.
-Nearly every system will have a station, but these are more geared forcombat than they are for receiving visitors.
-The empire that owns this sytem will protect the player from harm, but combat is possible in such a system.
-Resources in such a system have been claimed by the empire controlling it and, as such, a player is not able to harvest them unless they have a very good relationship with the controlling empire.
-Hostile ships might appear occasionally, but they will be quickly taken care of by the controlling empire.
- Hostile space - This system is not controlled by an empire, but probably IS controlled by someone (or something) else.
-Some systems will have stations, most won't. Some stations will be friendly, most won't.
-Resources are freely accessible by anyone (and everyone), and are redily available.
-Hostile ships will pass by frequently.
- Wild space - This system is not controlled by an empire, or anyone, or anything really.
-Rarely any stations, most will be friendly.
-Hostile ships are infrequent, but still pass by from time to time.
-Vast riches await for those willing to risk their lives here, but (virtually) no stations means no support if something does go wrong.
-Some system clusters will be controlled by an unidentified (extremely strong) enemy, problem is; you don't see them coming.
-Some system clusters will be controlled by a friendly wild system mining venture, don't expect these selfish capitalists to protect anyone but themselves from pirates though.
Some systems are special, that means they are either totally unique or have something special going on.
- The core - Centre of the galaxy and civilization itself.
-Player starts here [?] / endgame wormhole location. [?]
-All perks of a capital system, but controlled by neutral caretakers.
- Warzone - I think we should get the hell outta here.
-All stations have been destroyed in the ongoing war.
-Two factions have been disputing this territory and are actively waging war, don't expect either of them to protect you.
-You may be attacked by either faction if you have a low reputation with them, and are considered expendable within the line of fire.
-The resources in such a system have already been harvested by both factions to keep their fleets running.
-Hostile ships know not to interfere, and will actively avoid such a system.
- Relic system - A system with large, uninvestigated anomalies.
-No stations, weird.
-Such a system will contain an anomaly, like an old galactic battlefield or perhaps something more... mysterious.
-The scientist faction is either all over this system, like ants on honey, or they want you to scout it out first.
- Nebula - A large cloud of spacedust, outside of the gravitational pull of the core.
-No gravitational pull, so no stations.
-No solid matter, so no resources.
-Why would you come here for any reason other than to open some sort of serene yoga resort?
To accompany these ideas, I would also suggest changing the new FTL-system up a little. In the current plans FTL-drives are planned to only be used within systems, and warp gates to connect systems together. I propose adding an alternative option for traveling in between systems in the form of some sort of large warp drive, as 'wild' systems (and most 'hostile') systems wouldn't have warp gates because they are either too remote to build in or hostile forces actively keep destroying the gates.