This is a re-do of my old guide and this will hopefully be better, if you have any suggestions to add or to change please to tell me
Special thanks to:
@Ultranova
Main things for a faction
1: Ships
2: Lore
3: RP'ing
Ships
Vanilla or modded?
The first thing you should consider when creating a faction’s fleet is whether or not you should use mods. While it doesn’t really matter, using mods can open greater possibilities with later stages, such as designing a shape. I do recommend you don’t go overboard with your mods and try to stick to only having a maximum of 5 mods but use as many as you like to achieve the desired result.
Designing the ship
The shape of your ship and the features it has will define your faction’s fleets more than you think. While both paint and ship design go together hand in hand, it is important to consider investing more time in designing features on your ships that will scream what faction it belongs to. Take the bridges on the Imperial Star Destroyers or the Hangers on the Battlestar Galactica as an example. You will instantly recognise these ships based on those features, or even recognise variations of them.
Paint
You want to devise a paint scheme that stays constant across all your faction ships, be it transports or dreadnoughts. However, do take in mind that ‘paint scheme’ in this case is not simply the colour of your paint, but how you paint your ships. If you use lines on one ship, then use them on all. If you use the fade decal to make portions of your ships stand out, then do that strategy on all. (Check out Minions guide for further help)
What each ship classes are for:
----------------------------Strike Craft------------------
Fighters:
Role: Space superiority, and anti-bomber roles
Interceptors:
Role: Fast anti-fighter ships
Bombers:
Role: Anti-capital ships
------------------ Small Warships -------------------
Corvette:
Role: Anti-strike craft
Frigate:
Role: Escort
--------------------- Medium Warships --------------------------
Destroyer:
Role: Anti-capital ships
Cruisers:
Role: Mainline ships, adaptable
--------------------- Full sized Warships --------------------------------
Battleship:
Role: Warship killer
Dreadnought:
Role: Warship killer
-------------------------------------- Other's ---------------------------------
Flag Ship:
Role: Can by any size its only role is to be the lead ship of a fleet
You can go into further detail with things such as Battle Cruisers however these are the bare basics
Lore
Lore is what gives your faction meaning, in your lore you should have the fallowing
1. Backstory:
This will tell the reader where your faction was, this dose no need to be that long of course
2. Where there at now:
This will give the reader a general idea on the capabilities of your faction
3. Government:
This will and should determine how you act with your faction
4. Technologies:
This will also give the reader a general idea on your capabilities
Things to look out for:
Backstories, Where there now, and Government:
The backstory should tell us how your faction got to where it's at now, and how it got here, now most people will either do your basic "After X years after the formation of Evil bad guy empire X people were upset and rebelled, now they over through the empire somehow and this is where we are" or will have no real background
How to have a good background:
Well first you must understand that the way we go around the issue of having multiple earths is the multiverse theory (this theory just says that outside of your universe there are many more, some of witch may have humans, earth and all of that) However there is what's called the "Fourmverse" there's not much that i personally know about it however what do know about it is that it has multiple earths with multiple human's and there's some sort of time altering affect in certain regions giving a reason why many factions suddenly pop into existence. (personally i just say my faction exists within a different universe entirely but that's because my lore made me make such a dissection)
Right so now you know about the Fourmverse and why there's many different Humans but how should you set up your faction? well first you need to decide the fallowing(edited)
A: Race:
This is mostly just for creative freedom, people mostly chose human or humanoid races just because thats what people can easily relate to, however realistically thinking aliens will look nothing like humans or humanoid however that's up to you
B: Government:
This i will determine how you react to and with other factions and something that most people forget, how your citizens should and would react to your actions. as an example let say your a typical democracy, well i think that your citizens would not be happy with you suddenly declaring war on a outside faction that is no real threat to you or your allies, and that's if your people would be loyal to your allies
and please, do your research in what government types there are because believe it or not, there not just Communist, Fascist, and Democratic.
C: Ethics (should be affected by or affect your choice of government)
The Ethics of your race will determine how they react with other factions, a xenophobic race would probably keep every other species as either slaves, pets, or even food
D: Morals (affected by Ethics)
This works along side ethics, lets say your faction is Xenophobic, their four to them it is morally just to enslave those who they see inferior
E: Name of Faction: (will be affected by Government)
Now name is one thing i notice many people to be lazy with and kind of bothers me. The name of your faction is the first thing the person reads when there looking through the posts, and the name of your faction should give them a idea on what type of government you are, however it should also be an inclusive name that represents your people, for example The Republic of Earth, This at first is a good faction name as it shows the government form however its only representing the people of earth. something like The Galactic Kingdom shows both the government form and shows that it is a galactic wide empire.
Also as a personal thing, pleas stop using the word United, or Union, personally i believe it to be far overused , but that's just a personal belief
RP
Now that you have figured out your faction, how they will behave, and how they think its time to apply that to RP, Now i wont say much, however what i will say is this:
Don't be laze with it, don't be too controlling, and don't hijack events, make sure you add some character to your event or the one your are joining, make sure you understand that what your characters do, will and should have a effect on the environment and vise versa. however don't be too controlling, lets say you want the person who is apart of the event walk into some sort of cave, you can do this the lazy and controlling way by saying that that is the only thing they see, or you could do it a more controlling way and have them run into this cave because a creature is fallowing them, there's no real way to not be controlling as you have to have the player fallow the story somehow, however add room for change, maybe instead of them running blindly into this cave they run into a forest or something, here is where you can either punish them, or maybe they suddenly found themselves at the foot of a temple. And if you are a player in someone's event it is ok to ask what the environment is like and what your character sees, and don't be afraid to go off the path a tiny bit. however something you should avoid doing is hijacking events this happens when you try to add in to a ongoing even that affects the plot-line, such as randomly pulling in a ship from nowhere and having it attack the players, however is you notice that even that is slowing down and is only between 2 people (Such as with my even Derelict ship) this can add to the story, however if the event creator tells you not to then simply stop and delete your post.