Factions are unions of players fighting or working for the same goal.
They can be governments, outlaws, companies, etc.
Factions can own ships, vehicles, buildings, datacards, etc. and have
their own mailing list in the client software. They offer several
advantages to their members.
Freelancers are players who are not the member of any faction. All
new players start as freelancers and can then request membership in a
faction.
A faction's leader can only be changed by the faction's owner, except
for Paramilitary, Religious and Government factions. In these faction
types, the current leader can appoint a new leader.
The fee to change a faction leader is equal to 5,000credits per active member.
The full list of all factions can be viewed here.
A faction leader can nominate a second-in-command (2IC).
The second-in-command has all privileges in the faction, and cannot
be expelled by faction members.
The second-in-command cannot leave the faction unless explicitly
removed from the position by the leader.
Clearly, naming a faction is a strategic process requiring careful
consideration. And little wonder. A name that is well chosen should last
forever. When it has to be changed, the switch can lead to a loss of
goodwill and recognition and, in some cases, to anonymity. Changing a
faction's name is also a very expensive process, involving legal fees
and new stationery, packaging and signs. Yet these expenses are dwarfed
by the credits required for advertising and marketing to re-educate the
public. Therefore, changing a faction name costs 15,000,000credits.
Factions have their own asset inventories, similar to that of a
regular player. However, access to the inventory can be shared by a
number of players, determined by the privilege levels assigned to them
by the faction leader. Those with appropriate privileges have the
ability to assign, rename, or even make over any asset owned by their
faction.
The faction capital is based on the server value of its owned assets.
The following assets are counted in the faction capital:
- Ships: valued at 2x RMP
- Vehicles: valued at 2x RMP
- Facilities: valued at 2x RMP
- Space Stations: valued at 2x RMP
- Cities: valued at the unused percentage of their creation price
(see Cities rules)
- Raw Materials: valued at their Mining rules
- Credits
- Stocks: valued as defined in section 3
Identify Friend;Foe rules. Just like characters,
factions have an IFF list. It is used if members of the faction wish it
so, and for faction owned assets in some future applications. You need
Arrest & Execute level 2 to set your faction's IFF list. More info, see
the section in rules on characters.
A faction can be dissolved for any of the 3 following reasons.
- The faction has 0 members.
- The faction may be victim of inactiveness.
- The faction is victim of bankruptcy.
If the number of members reaches 0, and there is no member to takes the
leadership position upon the leaders death, the faction shall dissolve.
If the number of active members falls under the amount required, then a warning
message is sent to the faction owner through the general events client and is shown
in the faction events client, to the faction Leader, Second in Command, as well as the
faction Owner. If this situation does not improve after 2 weeks, then the faction is disbanded.
Note
If the Faction manages to gain enough members to meet their requirements, the membership count must be maintained long enough for the counter to tick back to 0.
The minimum limits are:
- For production factions: 5 active members.
- For services factions: 5 active members.
- For paramilitary factions: 5 active members.
- For governments: 25 active members.
If the capital falls below 75% of the initial capital (see capital amount by type in Factions: Faction
Assets), then the faction owner and the faction leader are notified through
the general events and faction events menus/clients respectively. If the capital falls under 50% of the initial
capital, Bankruptcy is declared.
If bankruptcy is declared, the faction is disbanded automatically.
The faction assets are sold to the market for their current market
value, after a random delay between 7 and 31 days for each asset.
Specific factions assets (see list in Factions: Faction Assets)
will be destroyed after being sold. NPCs owned by the faction become
owned by the supervisor, manager (if there is no supervisor) or become
unowned if there is no manager and supervisor. The value of Raw
Materials in the faction is not included. The money gathered with the
selling is called the bankrupt capital. Each player owning some stocks
of the faction will receive some money as follow. If one owns X stocks,
then one will receive:
Equations
Money = (Bankrupt Capital * Owned Stocks) / Total Number
of Stocks for that Faction
Each faction member will be notified of the faction dissolution and
they will be listed as "neutral". Then the faction will be deleted and
will disappear from the factions list. All associated factions
privileges will be lost.
The faction's HQ(s) will be sent to the NPC populace.
Currently there is no active stock market. So stocks are so far only
a way to share ownership of a faction. Stock value is calculated as the
total capital of the faction divided by the number of stocks. Once a
stock market is opened, the rules for variation of stocks will be used
If it was not done previously, and if the faction is not a
government, then its owner may decide to join the Stock Exchange (when
available). The owner may not proceed if the faction is at risk of
dissolution. There is no obligation to join the Stock Exchange.
When joining the exchange, the owner decides how many stocks he wants
to represent his faction. The stock value will be calculated follow:
Equations
Stock Value = Faction Capital / Number of stocks
* Stock values are rounded down.
The faction capital is the current capital, calculated with all
currently assets owned by the faction. Upon issuing stocks, the faction
current capital will be used as new initial capital if it is greater
than the original initial capital.
In case the faction is of the type Religious, Mercenary,
Pirate or Bounty Hunter, the owner can only give out stocks to a maximum
of initialMemberCount/5, rounded down.
The faction's owner may decide to sell all or part of the faction
stocks. The owner may sell these either to the Stock Exchange for their
Market value, or he may directly give them to another faction or
character for the price they agree on together.
If a faction gives out stocks, this will automatically be announced
on GNS.
Faction headquarters (HQ's) are protected by default and cannot be
unprotected, meaning there will be no way for them to be made over. A
faction will always have at least one HQ facility or one datacard.
Example
Example: If a faction has one HQ and no datacards and the HQ
is destroyed in combat it will receive a free datacard. Always making it
so that a faction has at least one built HQ or one datacard.
If a faction does not have at least one HQ facility it will lose the
following faction privileges:
- Salaries
- Accept new members
- Set Faction IFF
- View Faction IFF
- Set Infofields
- Authorizations for security service
- Issue new arrest or death warrants
- Send Mass message (will have to be done through other means)
- Add/View budgets
- View Factions you own (the half where it says what your faction
owns, not what you personally own)
- View Memberlist
- Give privileges
- Cannot assign datacards
- Mining/recycling/production: should all pause and have to be
restarted.
- Tax income
- Facility income, that is it cannot receive income of any facilities
nor generate income for any facilities assigned to it.
Faction benefits you keep even without a HQ:
- Change leader
- Expel member
- Assign/unassign faction assets
- Transferring credits
- Make over faction assets.
- Unprotect faction assets.
Note
Once a HQ is under construction the faction will once again be
able to accept new members.
A faction can choose to move its HQ to another location by recycling
the old HQ. This is only valid if the faction has no remaining
datacards. During this time the faction receives the same penalties as
those who have no headquarters.
Within 24 hours of a faction HQ becoming a wreck, either via
conversion in to a wreck by a recycling faction or due to weapons
damage, the faction that owned the HQ will receive a new HQ datacard.
Normal member requirements for a new datacard must still be met for this
to take place.
Faction HQs act as starting locations for its members (to allow this, a
player must pick a faction before picking a starting location).
Players who have already chosen their starting location can pick a faction HQ
as destination as their first NPC transport destination.
Only HQs that are open-to-all or open-to-faction can be picked as a starting location.
Factions with a HQ must have atleast one open HQ, otherwise all will be selectable.
Factions of a similiar type can be merged together. The ability to
merge a faction relies on the following requirements.
- The owners of the factions wishing to merge must own atleast 95% of
the faction's stock.
- Both Factions must be of the same type.
- Both Factions must accept the merger request.
- The faction being dissolved must have enough credits to pay the
merger cost. (The Faction Registration Cost)
Once a merger has been accepted by both parties, the faction(AKA
Faction A) sending the original request will merge into the receiving
faction(AKA Faction B), dissolving Faction A.
Every asset owned by Faction A shall then be merged into Faction B,
including unique datacards and members. However, when merging datacards,
datacards only get merged if they match the production type of the group
they are merging to.
Example
Ship Production groups will receive
Ship Datacards, while Vehicle Groups will not.
Note
If two governments merge together, Faction B will only receive datacards
from Faction A depending on Faction A's previous faction type.
Example
The Galactic Empire merges into Mandalore. Mandalore was a
ship faction before it became a government, therefore Mandalore only
receives the ship datacards owned by the GE, while the rest are
destroyed.
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