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Author Topic: Minor schism events  (Read 1469 times)

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October 07, 2017, 09:53:32 PM

Offline Illidan Stormrage

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Minor schism events
« on: October 07, 2017, 09:53:32 PM »
schism events are a great new introduction into ICW. Personally I think this opens a box on some new ideas.

1. Capital Schisms: This event occurs when a enemy faction takes over your capital. The result of losing your capital will cause one planet to possible leave your faction and become a independent or warlord state. So for instance. If Maldrood Loses Centares, then a certain planet will leave your faction and become a independent faction with its on forces, or If the EA lose Eardiu then maybe one of the planets that supported Eardiu will leave your faction.
2. Leader Schism: This works like how the Shadow Hand Schism works. The difference is that it is a faction leader. Example: If Moff Kaine dies then maybe some of the PAs planets will break off and become warlord States, Or if the Two Teradoc Brothers die then maybe two planets leave Maldrood. You could apply this to groups like the NR and Hand as well.
3. Pirate Attack: at some random point Pirates will launch a surprise attack on your planet, and if they succeed that planet joins their faction. This pirate group can use old Clone wars tech, and generic prate ships like skiprays and such.
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October 14, 2017, 05:11:14 PMReply #1

Offline t78

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Re: Minor schism events
« Reply #1 on: October 14, 2017, 05:11:14 PM »
The sheer amount of work involved with the emergent faction mechanic means that most of this would be very difficult to do. A random planet seceding would be extraordinarily difficult to fit in, balance wise.

This is why there are the missions there are- following ideas similar to yours but involving as manageable a workload as possible for the team.

They aren't bad ideas, mind. Its simply the amount of work involved that is the problem!

October 23, 2017, 01:16:28 PMReply #2

Offline Corey

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Re: Minor schism events
« Reply #2 on: October 23, 2017, 01:16:28 PM »
We don't want to overuse schisms or planet secession because it can get pretty messy (and frustrating for players), and the less controlled the situation, the more likely it is that issues could arise from them, which is why we're mostly sticking to the more impactful or story-based ones. Primarily they're being used to keep GCs more fresh and still challenging as you go further into them, but if we start dicing up territory too much or in too many situations, it gets harder for other factions to really get a foothold.
« Last Edit: October 23, 2017, 01:18:13 PM by Corey »
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