Author Topic: Badger's "Factions" RP Planning Thread  (Read 2391 times)

Hello there! welcome to this very candid thread where I will add on bits and pieces of this RP that I'm planning, In the next section I'll explain what I'm aiming for so you guys can provide me with feedback to make the first run of the RP an enjoyable one. I plan to start the thread sometime next year or maybe even Christmas break.


Originally dug up from the deep pits of my very own mind from the popular #1 forums seller Sid Jairo's Nation RP seriestm I came up with a neat idea of having a nation rp - but without the nations. Focusing mainly on small groups of people in a land without a government in modern times(Such as a drug operation in south America done in the jungles)
where a player can make a Faction or "group" of people to rule his piece of land he has claimed. Through this group you can wage war against others, Take the peaceful life of trading with the natives then sending exotic goods to the first world countries and returning with expensive equipment allowing you to expand your operation.

There will be many factors to this RP, Perhaps even more in depth than the traditional Nation RP as I'm planning to have everything done with my knowledge, Including a little more detailed combat system other than A attacks B.


The idea of the rp is to have more player customization available along with a large amount of control being present - It'll be hard to lose track of what a person has done because they're faction will only consist of roughly 20 to 200 people

I'll list all of these factors and ideas below in separate points to organize it some.
 

TRADE/COMMERCE


This is a big part of the RP, you must trade to survive or participate in the local economy to flourish - whether its trading simple raw goods like food, minerals, and local luxuries from locals or manufactured goods from other countries such as machinery, weapons and even vehicles it is essential so your small faction will grown in the land.

unless you're just a huge goon and keep raiding people to steal all their expensive stuff and use it for yourself. but who does that? that's no fun at all.

Aside from trading you will be allowed to make your own operations in mining, agriculture, fishing and pretty much anything else you can think of.(including drug trade)

RIBBONS/MORALS/VALUES

This bit of the faction customization is what makes your faction you, from a war mongering soldier group to a small diplomatic trading group.

Ribbons will give you benefits or even downsides due to your action in the rp - they will be provided by me or a co-mod(given I need one)

Morals and Values will be handled in the same way  except it applies to your faction group - If you do something different or opposing your morals your own group will begin to become suspicious or will cause unrest in the group. (eg. a small mining company runs into a village and slaughters multiple children.)

BASE BUILDING/OUTPOSTS/TERRITORY

base building and territory determines how strong you are to retaliate against events like raiders or even local uprisings against your group for unfair treatments.

you must use outposts or some other methods such as patrols to maintain your territory that you claim. otherwise someone might come and snatch it if you're not paying attention.

you will be required to have a head quarters or base camp that you operate from. (but do not worry! if you lose this to someone it's not over! you can simply move somewhere else with the people and resources you have salvaged.)

FIRST AREA/SECOND AREA

The first area we will start off in is mainland - you are free to choose wherever you want.
The currently planned area and era of the place is South Africa around the 90's

The second area will open up a tad later in the game after a good amount of players are settled. This area will be the Ocean and it's many trade routes from black markets in other countries or even native islanders on the coast who are willing to trade their abundance of fish or even pearls for simple things like tools.

claiming islands by putting an outpost or trading post on them is important as it gives you trading access to the homelands and first world countries.

RESOURCES/TERRAIN



ETHNICITY/LOCALS

SPECIALIZATIONS

WAR

WEEKLY RANDOM EVENTS


posting this early so I don't lose it! I've got the basis so fire away your opinions and ideas to me - I've got general ideas for the sections I've posted and will add them when I have the time to
« Last Edit: October 27, 2015, 09:38:26 PM by Badger »

I'll hop on board if you ever need stuff

« Last Edit: October 18, 2015, 10:29:13 PM by Badger »






Will most likely join.  I had some kind of factions thing in the works but it got scrapped long ago.


Will most likely join.  I had some kind of factions thing in the works but it got scrapped long ago.
I remember that
It kinda fell apart since everyone had a different idea of what it should be

Corporations as factions?

not corporations

think more like organized crime where there's no government to oppose it.

I'm having  a hard time describing it as a whole but we'll get there


will tis be worldwide or just be one city

no city

this is in an area such as a south american jungle with access to a second area consisting of trade routes and islands back to large civilizations 

no city

this is in an area such as a south american jungle with access to a second area consisting of trade routes and islands back to large civilizations 
what kinda tech level is this