Proposed Faction Changes This thread will serve as the primary discussion thread for the upcoming faction changes to the server. Each item is listed in RFC (Request for Comment) format with a number assigned to each. If you want to comment on any specific item simply reference the numbers listed below. If you wish to suggest an item not listed here you are welcome to do so as well preferably in a similar format for easy review. While we understand that factions is a dramatic and contentious situation and a lot of the thing posted below can cause arguments between players. Please avoid commenting on various items listed below with a focus on how it affects past situations, interactions with other players, or opinions of an idea based on punishing people you do not personally like. Keeping that in mind players should consider the following when posting. - Is this applicable for the Renaissance server? - Thoughts on the items listed to discuss? - Will it improve upon the system OSI designed? - Will it be easy to understand and approachable for all players? RFC #1 : New Faction Rank Item - Faction Shrouds Idea: Allow players of rank 10 (Primarily faction commanders) to purchase non transferable shrouds in the color of their faction as a sign of their rank and to encourage competition inside of, and between various factions. Implementation: Add these items to a shop accessible from inside each faction base that would have a rank requirement and silver cost. The item would have a timed existence and be deleted once the use timer is up. If a player loses his faction commander rank he may continue to wear the item until the timer on the current item is up. Specifics to Discuss: - General Idea - Item Lifespan (Proposed, 1 week) - Item Cost (Silver) Notes: - These items would not be able to be transfer in any way to avoid players obtaining but not being able to use them. - When clicked they would indicate how much longer the item will last. Player Comments: - Make these available to all factioneers. Staff: This would negate the special nature of the item and while it would encourage people to join factions if there was no effort require to get said item (other than silver) then everyone would have one and nothing would change in factions. Additionally we do not want everyone, even in factions, to be running around in one of these things. Our ability to add them (a non UOR item) needs to be matched by the rarity and zero economic value of said items. We are open to discussing a slight expansion in the accessibility to said items but they lose their value if you do not have to work, and work hard for them. Also keep in mind this will be combined with a revamped faction point system, point decay, and elections to resolve the problems of the past where players are essentially permanently faction commanders. RFC #2 : New Faction Rank Item - Faction Ethereals Idea: Allow players of rank 8-10 to purchase faction hued ethereal mounts. These would have a faction rank use requirement and exist for a limited period of time. Implementation: Add these items to a shop accessible from inside each faction base that would have a rank requirement and silver cost. The item would have a timed existence and be deleted once the use timer is up. If a player loses his faction rank he may continue to use the item until the timer on the current item is up. These will need to dismount the owner should they be riding the mount once the timer expires to deter trying to ride the timed mount forever. Most likely checked on login. Specifics to Discuss: - General Idea - Item Lifespan (Proposed, 1 week) - Item Cost (Silver) Notes: - These items would not be able to be transfer in any way to avoid players obtaining but not being able to use them. - When clicked they would indicate how much longer the item will last. - Would need to dismount owner once the item expires. RFC #3 : Additional Faction Based Rank Items Idea: Explore more options for high level rank based items for factions to encourage competition and faction balance. Specifics to Discuss: - Items that would suit this goal, could be time limited and purchased for silver. - Can not include permanent items. - Rank requirement for the suggested item - Functionality - Silver Cost / Duration of Use. RFC #4 : Guild Functionality Idea: As part of a revamp of the guild system to create a hybrid between the classic T2A and the improved UOR models guilds would be modified with the following changes. - Guilds can be assigned a specific faction from the guild menu, not from assumption based on the faction of the guild master. - A Faction Guild can include non faction characters. - Players will be able to control their removal from a faction via their profile. So if the guildmaster adds/changes the faction linked to a guild players can choose to be switched to the new faction or be removed from the guild preserving their existing faction. Specifics to Discuss: - Potential problems - How to protect guild members from a guildmaster making a change to their faction. - Information available to players when they join a faction aligned guild. Notes: - This is 90% coded already. RFC #5 : Faction Join / Leave Functionality Idea: Currently players can choose to leave a faction and are forced to wait a period of time before the leave process is complete (currently 3 days). Under a new system the timer to leave a faction would be increased to 7 days. However the timer would start the moment you join a faction. So a player can leave a faction immediately as long as they have been in that faction for at least 7 days. This would allow for players to move in and out of factions more immediately while resolving problems with players changing factions to quickly. Specifics to Discuss: - Balance issues - Faction Points (See RFC #6) Notes: - This is 90% coded already. RFC #6 : Faction Points - Leave / Join Faction Idea: Allow players when leaving a faction to retain a portion of their earned faction points. This would help encourage players to actively switch factions to balance out competition and potentially achieve the rank required to qualify for the new rewards in RFC #1/2/3. Specifics to Discuss: - Percentage of points that can be retained. - Impact on faction rankings if players move between factions with retained points. - Expiration mechanics for players not in a faction with retained faction points. Notes: - This would go along with RFC #6 allowing for more player mobility in factions to provide balance. RFC #7 : Faction Point Decay Idea: Revamp the faction point decay system to better suit the Renaissance server. The current method (RunUO default) clearly does not work properly. However we need to decide on exactly how it should work and how points should decay. Specifics to Discuss: - Proper function of a point decay system. - Percentage/Value of points to decay per time period. - Time period in which to check for decay. Notes: - This change would be paired with improvements in the faction data that is exported to the website. RFC #8 : Faction Elections Idea: I believe currently there is an election for faction commander every 3 days. This currently works as designed however due to the issue in RFC #8 if the commander never logs in apparently his points never decay. By addressing that problem and possibly increasing the election period to every 24 hours we could provide more encouragement for players to strive for faction commander status. Specifics to Discuss: - Election mechanics - Access to information to gauge the results. - Election Check Period, Daily, weekly, etc. RFC #9 : Faction Points Idea: Review the method in which faction points are gained to discourage methods in which players "cheese" the system by joining their alts to another faction for easy kills. Or other such methods to gain points with minimal effort. Specifics to Discuss: - Will need a detailed review of the current system. - Factors to check when determining if faction points can be awarded. - Rewards for killing a much higher ranked member of the opposing faction. - Relation to decisions made in RFC #8 - Methods to gain points in ways other than combat? Capturing sigils, etc? Notes: - I will create an additional thread (and link it here) covering the exact current mechanics of point gain from faction activities. RFC #10 : Faction Traps Idea: Adjust the placement logic for faction traps so that any faction trap can only be placed # tiles away from an existing trap. This would discourage the creation of 2 tile death traps that result in certain death while still keeping traps a functional part of town defense. Specifics to Discuss: - Range to other traps - Possible expansion of trap use to account for the change - Reduced costs of traps to account for the change Note: - This should be matched with the discussion of faction bases. RFC #11 : Faction Guards Ideas: - Fix the problems in which pets ignore faction guards (or discover why this is) - Require that faction guards be "stationed" in a specific location. If the guard is lured/roams outside this area they will return to their home location to continue guarding that location. - Implement a cooldown between guard placements for faction administrators to avoid the problem of guard spam in combat situations. - Disallow faction administrators to place guards when they have recently engaged in combat. (same rules for logging out) - Review general guard functionality, placement limits. Specifics to Discuss: - Other problems not listed with faction guards. - Amount of guards each town should be allowed to have. - Cost of said guards. - Their combat functionality (Ergo bonus damage to summons/pets for higher ranking/more expensive guards. Notes: - This is roughly 50% coded (placement mechanics, return home logic) RFC #12 : Faction Vendors - Placement / Functionality Idea: Disallow faction vendors to be placed in locations in which they have an effect on faction combat, player travel. As they are immortal players have no method to address them when placed in various locations. Specifics to Discuss: - Placement Locations that should be restricted. - Range in which they can be placed to other faction vendors. - Possibility of expanding this mechanic more to encourage the setup and management of faction shops in controlled towns which provide benefits to the controlling faction based on use of the shop. (Related to RFC on town control) - Additional items that could be added to the vendors to improve usefulness? RFC #13 : Faction Mount Vendor Idea: Provide the faction horse breeder with the functionality to resurrect faction pets using silver much like normal players can using gold via the veterinary vendor. Specifics to Discuss: - Cost - General Concerns RFC #14 : Faction Pet Stat Loss Idea: While tamers have always been a small part of factions pet bonding can create some balance issues on our hybrid server. To balance this out players who engage in factions and have their pets active would face a higher degree of pet skill loss on death. This would still allow the use of pets in factions but would ensure that those pets would be less effective in combat after repeated deaths. Specifics to Discuss: - Percentage of stats to penalize for each death. - Possible modifiers on breath attacks for pets in faction PvP situations. Notes: - Bonding is very customized on Renaissance. So it is valid to discuss ideas to keep faction combat focused in a Player vs Player arena with limited impact from a tamers pets. RFC #15 : Faction Bases Idea: General discussion on the problems with each faction base, what can be done to address them and what options, if any, exist to provide a bit more balance to faction bases. Specifics to Discuss: - Adjustments to existing bases? - Allow players to design their own bases as long as they follow a certain set of rules. (Size of open area, pinch points size/amount, etc) - Small adjustments to fix problems with each base. - How to address the True Britannians problem without sacrficing Lord British's castle. - Address the use of boats, teleportation, and other problems with bases. Notes: - On OSI faction bases were a non issue because players could visit that spot in trammel. As we do not have trammel we cannot take locations away from non faction players. RFC #16 : Faction Sigil Mechanics Idea: Adjust the faction sigil mechanics further to better represent UO in 2018. Additionally provide each faction base with a tool they can use to see exact timers for information relative to their current actions. Such as corruption time, etc. But only information they would have access to already. Specifics to Discuss: - Town capture time duration. (Currently 7 hours) - Town ccontrol duration (Currently 3 days) - Corruption mechanics - Contested town capture mechanics and timing - General mechanics Notes: The exist system on Renaissance is already heavily modified to speed up a variety of timers to account for the unique free shard environment. RFC #17 : Faction Town Control Idea: Review the benefits a faction receives when controlling a town. Specifics to Discuss: - Benefits that could be provided that would not affect non faction players in a confusing or negative way - Addition of faction flags at various locations in the controlled town to signify who currently controls the town. - Special privileges for the members of the controlling faction? - General Ideas Notes: - Town control having an effect on vendor prices is not something up for discussion as we do not have the trammel facet here. Moved Faction Town control to RFC 17 due to a numbering mistake.