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Considering some ideas for NPC faction alignment (also includes ideas for Faction Warfare)

Author
Chaniqua TicTic
Doomheim
#1 - 2011-10-25 18:10:43 UTC  |  Edited by: Chaniqua TicTic
The one thing I feel that Eve has always been missing is a robust NPC faction system. Frankly, this isn't a big problem for the game, because not many MMOs focus on this aspect of PVE. The last MMO I played that had a compelling NPC faction system was Everquest. The system there encompassed how the NPC faction would view you, and you could raise or lower any single faction in the game thru different actions. In a purely PVE server, the system was less noticeable aside from where you were kos or not by the NPCs in a particular area. However, on the original PVP server Rallos Zek, this added a huge gameplay element. This element of faction standing mattered in PVP because EQ added the extra element of how NPC factions would react if YOU (your in-game character) were attacked by another player by the NPCs aggro'ing on the offending player. For instance, a player that was viewed "dubiously" (one step above kill on sight) would not be attacked by the NPC faction unless attacked first, however they would not come to your aid either, due to your poor standing. Compare that to a player who was viewed "kindly" (the best rating you could get) when attacked, the NPCS would come to your aid.

I believe that EVE has generally duplicated the first part, while forgetting/ignoring the second part. My idea is for EVE to adopt a faction system in which a player can align themselves to specific NPC factions in such a way that they are considered a "member" of a particular faction by the NPCs of said faction. This is achievable by adding a "protect"/"ignore" feature, similar to CONCORD within all NPC controlled zones. If, for instance, I obtain a positive standing with the Angel faction, all Angel faction NPCS should not auto aggro me (unless I fire first on them, or another Angel aligned player), and if I obtain a 5+ or 7+ or 10 standing (whatever is balanced) they should come to my aid, if nearby. As an example, I have a standing of 10 with the Angel faction, I'm parked in an Angel rat camp, and they will not attack me and view me "kindly" as my historical actions have proven that I am their friend and ally. In comes unsuspecting rat farmer who plans to attack my NPC allies, so I attack, and on his return fire, the Angel NPCs move to defend me. In such a situation, this "defend" action should remain a kos flag on the player for the angel faction for a period of time, similar to empire space "kos" flags.

The second way this NPC faction alignment system is implemented would be thru the Factional Warfare system. Just add additional Militias for NPC factions that don't have them yet. You should be able to join any pirate faction's Militia, or any secondary empire factions (i.e.: Thukker, Khanid, Ammatar, etc) with similar faction standing adjustments based on the faction's likes and dislikes. Obviously, if you choose to align yourself with the Angel Cartel, you would be KOS to everyone in empire, but aligned neutrally to all other pirate factions. An important feature would be, that to join any particular faction’s Militia, you would need to have a positive standing with them (even a +.01 would be enough, although perhaps a higher or lower requirement for entry would be “balanced” when considering different NPC factions), and upon joining the Militia you would have immediate faction adjustments (as you do now) which can be changed and repaired normally at a later date, if one chose to quit the militia.

Here is a detailed example of how joining a non-empire faction militia, the Thukker Tribe, would affect your standings:
-The Thukker tribe is viewed good by Thukker and Minmatar Republic.
-It is viewed neutrally by CONCORD, The Interbus, Sister Servants of EVE, The Syndicate, Angels, and Serpentis.
-It is viewed bad to terrible by all other factions.
So, in joining the Thukker Tribe militia, one would be protected and allied with Thukker and Matar NPCs and players; treated as you would be normally (outside of Milita affairs) by CONCORD, The Interbus, Sister Servants of EVE, The Syndicate, Angels, and Serpentis; and KOS to all other factions NPCs and players. As I mentioned earlier, the system could be either a simple positive standing requirement to join, or have a more varied requirement for entry by requiring a higher or lower standing before they will kos or defend you, based on the nature of the faction (i.e.: Empire factions will protect you for a larger faction gap, while pirate factions might always kos, you unless your standing is very high with them).

Essentially, the concept I’m attempting to put forth is one where faction standings matter in the larger sense of pve and pvp within NPC controlled systems. It would allow for RP possibilities, and would allow for rewards, in regards to play style, when focusing on a particular faction standing. It would also widen the scope of “empire/soft pvp” and not affect player alliance pvp too much. The only major change is that it might open a few currently hard to access NPC controlled areas (like Curse or Syndicate) to a few more players (which I see as a good thing).

TL;DR
1: Allow faction standings to be meaningful; meaning if you have high standing with a faction, they will not only not kos you, but will also defend you if your faction standing is high enough. (Angel NPCs rats will not kos you, and will defend you if pvp erupts nearby; if your factions standing is high enough).
2: Allow a person to join any faction's militia (including pirates and secondary empire factions like ammatar and thukker) and be opposed and aligned to the different militias based on the individual faction's likes and dislikes.

Let me know your thoughts.
Hans Jagerblitzen
Ice Fire Warriors
#2 - 2011-10-25 18:42:14 UTC
This is very similar to the changes being discussed in the Faction Warfare fixes thread.

CCP Soundwave proposed letting players regulate enemies in highsec, rather than NPC's. He advocates the removal of all NPC's, and letting players enforce the standings instead.

I imagine this could include allowing players to shoot opposing aligned players, meaning if I've nuked my Caldari standings from running Gallente missions, I will be kill on sight when I travel to Jita, or at least kill on sight for those players with high enough Caldari standings. This would be very similar to a pirate player with low sec status entering highsec space.

This would effectively expand Faction Warfare beyond the FW zone, and replace a system of NPC regulation with one of player regulation.

Obviously this is controversial, but I'm hoping more players chime in with their opinions either for or against. Its certainly an intriguing way to open up the game for more conflict.

CPM0 Chairman / CSM7 Vice Secretary

shellree
Republic Military School
Minmatar Republic
#3 - 2011-10-25 19:48:19 UTC
tl;dr but i have always said we should be allowed to join sansha angel guristas etc. and be allowed to play against the players
Chaniqua TicTic
Doomheim
#4 - 2011-10-25 21:00:21 UTC  |  Edited by: Chaniqua TicTic
Hans Jagerblitzen wrote:
This is very similar to the changes being discussed in the Faction Warfare fixes thread.

Nice plug for your own thread that really has very little to do with mine.

Hans Jagerblitzen wrote:
...CCP Soundwave proposed letting players regulate enemies in highsec, rather than NPC's. He advocates the removal of all NPC's, and letting players enforce the standings instead.

I imagine this could include allowing players to shoot opposing aligned players, meaning if I've nuked my Caldari standings from running Gallente missions, I will be kill on sight when I travel to Jita, or at least kill on sight for those players with high enough Caldari standings. This would be very similar to a pirate player with low sec status entering highsec space.

This would effectively expand Faction Warfare beyond the FW zone, and replace a system of NPC regulation with one of player regulation.

Obviously this is controversial, but I'm hoping more players chime in with their opinions either for or against. Its certainly an intriguing way to open up the game for more conflict.


I don't agree with the complete removal of NPCs, I've played games like Mortal Online and Darkfall, both of which have zero real safe zones due to a lack of "guards" and its a gank fest for newbies. In an MMO with open ffa pvp you have to have some sort of safe areas governed by NPCs that the players can run to. I insist this, because players will not police for you; while you have a certain number of players who will be of the anti-pk mindset, in the end, there is just not enough players to police the game; hence full time NPC guards play a role. EVE balances this quite well with the security levels and enforced pvp free zones. The main issue I have is that its fairly simple and linear. Players should be able to pick a faction, if they choose, to ally themselves with and in doing so change the way the game plays for them.

That said, I agree with most of your post and other thread, but what I'm advocating is more focused on the rp/rvr side of NPC factions. So while I don't advocate a removal of all NPCs, I would however, advocate a removal of Concord guards/patrols and program the individual faction NPCs to fill the role that CONCORD does now (ie: a player attacks another player of good standing in 1.0 amarr space, an amarr defense fleet will warp in to defend the player, but if your faction standing is poor enough, the amarr guards will not warp in to defend the player.) It allows for a little more fluidity and versatility in play style. It also doesn't stomp on the carebears much at all. They just have to know what NPCs like them and stay there.
Chaniqua TicTic
Doomheim
#5 - 2011-10-26 20:04:43 UTC
Anyone else care to share their thoughts?
Karn Dulake
Doomheim
#6 - 2011-10-26 21:26:21 UTC
bumped


its a really good idea and would have some interesting effects


You could mine away in a system and the rats will just sit next to you.

You could have a one man gate camp with 3-4 rats as your back up. You provide the neuts they provide the rest.



Dont worry if people dont respond they will in time
I dont normally troll, but when i do i do it on General Discussion.
Oberine Noriepa
#7 - 2011-10-26 21:46:14 UTC
This is a pretty cool idea as it assists the game's overall immersion factor in reducing the static nature of NPCs a great deal. I definitely would like to see this idea or something similar making it into the game.

Chaniqua TicTic
Doomheim
#8 - 2011-10-26 23:01:33 UTC  |  Edited by: Chaniqua TicTic
Thanks for your thoughts, this has been an idea I've held onto for quite some time and I appreciate the feedback.

Karn, great examples as to how this system could be used.

I believe that this type of interaction with the NPC factions would allow players to really appreciate and take note of their standings, and perhaps appreciate the greater storyline behind EVE, as their allegiances would finally be worth something. I know, from a story line aspect, that I would be happy to align myself with the Thukker Tribe, but considering I get no benefit beyond a few loyalty points, I am not driven to take on that more challenging play style.