so let's see the list:
1. more than 1 F home for factions
2. setting home on other faction's territory should not be possible
3. once kickt from a faction , if the player had a set home , it should be deleted
4. respawn should not be at F home ever
5. faction economy
6. shop prices
7. mcmmo skillZZZ
the reasons are pretty simple.
it makes perfect sense to have a fallback base or some outpost for any faction.
with a single f home, its hard to do. i would make more than 1 F home possilbe, but it should have its costs.
about 2 mill for 2nd F home, and 4 mil for 3rd, 8 mil for 4th and so on, that can only be payd for fro faction balance. supposedly premissions to use a given F home should be set on a per player basis.
it would allow so many things, really.
now, point 2 and 3 are gameplay changing mechanisms.
say you got a faction, and a member starts to steal stuff, and you kick the guy. well, has set home in the faction base, so most probably will just sell the stolen loot, and creeper egg stuff, or allow enemy factions members to tp in. its hopeless, no mather how well is a base designed, this kind of betreyal can only be fixed by building a brand new base. witch makes zero sense at all. but, if the player in question would loose sethome when is kickt from faction, then this problem is solved.
now once enemy has managed to get into your base, and you get killed, currently you can only respawn at F home. unarmed, and unarmored. just to be slain by guys in full enchanted diamond stuff. you loose faction power and be basicly extinct at that point. usually if this happens most just unclaim the base and consider it lost. witch makes no sense.
so, by default the respawn should be spawn. then you can tp to one of the f homes, or private home.
you can gear up, and have a chanse to fight the enemy and not loose a base.
pont 5 of faction economy would include a global tax factions has to pay for the amount of claimed land they have, and it should not be a linear tax. Allso, maximum faction power should have a nonlinear tax too. so keeping up a big faction should cost a lot, to make sure people don't loose interest, and even a bit the balance between small and efficient factions vs bulky ones with idle accounts hired only to increase f power.
eatch faction should be able to set up a tax requirement for its members, ensuring F balance has enough money for the upkeep.
some shop prices are allso wierd a bit, the shop purchases drop from monsters at a too high price i think.
its virtually pointless to do anything than iron golem and balze spawners, those give lunatic amount of money in no time.
however, smelted products should give some level of profit. now this should be important, a big faction would cost a lot to keep up, and for that one must provide income. thisway less pvp oriented peeps can find a productive means of being part of a faction, as it opens up a new role. Farmers and smelters could gain recognition.
it would be important to have McMMo smelting for instance to work properly.
i noticed i have fuel efficiency now at 1.6X, yet i still need 8 coal to smelt 64 wood into charcoal.
now one may say there would be too many turtle factions doing nothing but building up defenses like crazy, and would be unraidable. Well, defenses can be big. it means claiming additional land and providing the upkeep. There is a limit of mney one can produce, and that would limit the faction size.
this would most probably yield smaller, more organised factions doing battles all over to gain the loot, and raiding would require a real siege. with possible counteractions taken from the besiged faction.
i think it would make factions a lot more alive.
and, one would not loose interest in the server when you get inside raided for the 7th time in a week.
clever trap mechanisms, proper building technique, resource managment , divided tasks would make it far more interesting to manage a faction. raiding would allso be a challange, and raid defenses would be fun too.
at the moment raiding is pretty easy i have to say. in fact mostly happens via insider jobs.
it yields less trust from factions, and less likely will a faction recruit someone new, as every player has the ability to ruin even the best built base within minutes.
now, upkeep would make relative small factions uninteresting goal to raid for a big faction.
as the loot may not worth the time and efforth, and large faction would be under the pressure of upkeep.
so comparable sized factions would be the ideal target, allowing smaller factions to wage suitable war, and not get stomped on by bigger vastly bigger factions.
so I think these would be the modifications i would personally like to see on factions server.
just common sense according to me.
raiding would be a challange again, it would WORTH to build a proper base and invest into it,
joining a big faction would yield responsibility as upkeep costs would play a role in the recruitment,
there would be no single biggest faction that is sooo overpovered vs any other, other than pvp and scam and rat and cannon skillZ would be welcome into a faction, stockpiling wealth would have its reasonable benefit, and the server would be more player friendly.
share your opinion in the replys, but please no hate speach or fanboyism.
keep it reasonable
1. more than 1 F home for factions
2. setting home on other faction's territory should not be possible
3. once kickt from a faction , if the player had a set home , it should be deleted
4. respawn should not be at F home ever
5. faction economy
6. shop prices
7. mcmmo skillZZZ
the reasons are pretty simple.
it makes perfect sense to have a fallback base or some outpost for any faction.
with a single f home, its hard to do. i would make more than 1 F home possilbe, but it should have its costs.
about 2 mill for 2nd F home, and 4 mil for 3rd, 8 mil for 4th and so on, that can only be payd for fro faction balance. supposedly premissions to use a given F home should be set on a per player basis.
it would allow so many things, really.
now, point 2 and 3 are gameplay changing mechanisms.
say you got a faction, and a member starts to steal stuff, and you kick the guy. well, has set home in the faction base, so most probably will just sell the stolen loot, and creeper egg stuff, or allow enemy factions members to tp in. its hopeless, no mather how well is a base designed, this kind of betreyal can only be fixed by building a brand new base. witch makes zero sense at all. but, if the player in question would loose sethome when is kickt from faction, then this problem is solved.
now once enemy has managed to get into your base, and you get killed, currently you can only respawn at F home. unarmed, and unarmored. just to be slain by guys in full enchanted diamond stuff. you loose faction power and be basicly extinct at that point. usually if this happens most just unclaim the base and consider it lost. witch makes no sense.
so, by default the respawn should be spawn. then you can tp to one of the f homes, or private home.
you can gear up, and have a chanse to fight the enemy and not loose a base.
pont 5 of faction economy would include a global tax factions has to pay for the amount of claimed land they have, and it should not be a linear tax. Allso, maximum faction power should have a nonlinear tax too. so keeping up a big faction should cost a lot, to make sure people don't loose interest, and even a bit the balance between small and efficient factions vs bulky ones with idle accounts hired only to increase f power.
eatch faction should be able to set up a tax requirement for its members, ensuring F balance has enough money for the upkeep.
some shop prices are allso wierd a bit, the shop purchases drop from monsters at a too high price i think.
its virtually pointless to do anything than iron golem and balze spawners, those give lunatic amount of money in no time.
however, smelted products should give some level of profit. now this should be important, a big faction would cost a lot to keep up, and for that one must provide income. thisway less pvp oriented peeps can find a productive means of being part of a faction, as it opens up a new role. Farmers and smelters could gain recognition.
it would be important to have McMMo smelting for instance to work properly.
i noticed i have fuel efficiency now at 1.6X, yet i still need 8 coal to smelt 64 wood into charcoal.
now one may say there would be too many turtle factions doing nothing but building up defenses like crazy, and would be unraidable. Well, defenses can be big. it means claiming additional land and providing the upkeep. There is a limit of mney one can produce, and that would limit the faction size.
this would most probably yield smaller, more organised factions doing battles all over to gain the loot, and raiding would require a real siege. with possible counteractions taken from the besiged faction.
i think it would make factions a lot more alive.
and, one would not loose interest in the server when you get inside raided for the 7th time in a week.
clever trap mechanisms, proper building technique, resource managment , divided tasks would make it far more interesting to manage a faction. raiding would allso be a challange, and raid defenses would be fun too.
at the moment raiding is pretty easy i have to say. in fact mostly happens via insider jobs.
it yields less trust from factions, and less likely will a faction recruit someone new, as every player has the ability to ruin even the best built base within minutes.
now, upkeep would make relative small factions uninteresting goal to raid for a big faction.
as the loot may not worth the time and efforth, and large faction would be under the pressure of upkeep.
so comparable sized factions would be the ideal target, allowing smaller factions to wage suitable war, and not get stomped on by bigger vastly bigger factions.
so I think these would be the modifications i would personally like to see on factions server.
just common sense according to me.
raiding would be a challange again, it would WORTH to build a proper base and invest into it,
joining a big faction would yield responsibility as upkeep costs would play a role in the recruitment,
there would be no single biggest faction that is sooo overpovered vs any other, other than pvp and scam and rat and cannon skillZ would be welcome into a faction, stockpiling wealth would have its reasonable benefit, and the server would be more player friendly.
share your opinion in the replys, but please no hate speach or fanboyism.
keep it reasonable