User:PowerfulBacon/Factions: Difference between revisions

From BeeStation Wiki
Jump to navigation Jump to search
(Created page with "Factions provide some flavour to the world and a way for players to get back into the round. = Mechanics = There are a variety of mechanics surrounding factions, listed in the subsections below. == Reputation == Each faction has a different reputation factor with the station. Reputation can be gained by completing missions for different factions, or by completing their priority cargo orders. By completing missions or supplying cargo, you increase the capability of...")
 
No edit summary
Line 1: Line 1:
Factions provide some flavour to the world and a way for players to get back into the round.
Factions provide flavour, a job for the Captain to do, and a way to integrate observers into the flow of a round.


= Mechanics =
At roundstart, there is a single job slot available for a faction role. Only one of each faction can spawn, and they spawn in the civilian office (replacing the lawyer's office). The faction representative role is unavailable to be selected at late-join and cannot be an antagonist. If a representative is selected, then that faction will automatically be chosen.


There are a variety of mechanics surrounding factions, listed in the subsections below.
= Available Factions =


== Reputation ==
Here is a list of the available factions.


Each faction has a different reputation factor with the station.
== Merchant's Guild ==


Reputation can be gained by completing missions for different factions, or by completing their priority cargo orders.
The merchant's guild is a conglomerate of merchants. They possess unique items and wish to do dealings with the station to gain a profit, even if that means establishing a station-wide black market.


By completing missions or supplying cargo, you increase the capability of that faction.
'''Roundstart Role:''' Guild Representative


== Distress Beacon ==
== Mercenaries ==


The station can raise a general alert distress beacon, which will trigger ghost players to spawn in as a random faction.
The mercenaries are a group of smugglers, criminals and security personnel who make a living by offering their services to a client in need. They operate by stationing intelligence operatives on various activity hot-spots and then offering their assistance when the station is in need.


The distress beacon spawns are weighted in favour of high-reputation factions, meaning that if you have a good reputation you are likely to get support however not guaranteed.
They can provide unique weapons and arms, as well as additional manpower against threats but the faction may also order their representative to attempt to spur some drama as an excuse for their hiring.


== Services ==
'''Roundstart Role:''' Intelligence Operative


A variety of services can be requested from allied factions.
== Stellar Law ==


{| class="wikitable"
Stellar law are an independent law and policing body. They provide lawyers as well as independent policing and can audit and arrest members of security who are acting out of line. They are almost always aligned with the Captain and use their faction's influence to request additional powers and units when needed.
|+ Caption text
|-
! Service !! Reputation Required
|-
| Request Emergency Support || 80
|-
| Access Unique Trades || 50
|-
|}


== Ghost Roles ==
'''Roundstart Role:''' Lawyer


After a player can no longer be revived, they can choose to respawn as part of a faction. Depending on the population, you may be forced to join an existing faction or can start a new one.
= Ghosts =


Upon joining a new faction, a base will be generated in space which will have a variety of equipment. If the faction itself does not reside in a ship, then a ship may be available for transit to and from the station.
Ghosts play an important role in the faction's interactions with the station. They take command of the non-station side of communications and have several powers which include:
* Sending messages to the station or representative
* Spawning roles/events based on the reputation
* Voting for which faction to select, if one hasn't been selected via the appointment of a representative


Faction roles exist primarilly for spurring different interesting scenarios which are beneficial for RP, you are encouraged interact with the station. When a player-controlled faction is created, they interact with the station a bit differently. The station will always be able to request services from them, and the faction can choose to respond to that request however they see fit.
All ghost actions are decided by a communal vote, where to vote you need to spend points. Points are gained over time, but you gain both starting bonuses and points per minute bonuses by gaining karma prior to your death.

Revision as of 19:23, 22 October 2025

Factions provide flavour, a job for the Captain to do, and a way to integrate observers into the flow of a round.

At roundstart, there is a single job slot available for a faction role. Only one of each faction can spawn, and they spawn in the civilian office (replacing the lawyer's office). The faction representative role is unavailable to be selected at late-join and cannot be an antagonist. If a representative is selected, then that faction will automatically be chosen.

Available Factions

Here is a list of the available factions.

Merchant's Guild

The merchant's guild is a conglomerate of merchants. They possess unique items and wish to do dealings with the station to gain a profit, even if that means establishing a station-wide black market.

Roundstart Role: Guild Representative

Mercenaries

The mercenaries are a group of smugglers, criminals and security personnel who make a living by offering their services to a client in need. They operate by stationing intelligence operatives on various activity hot-spots and then offering their assistance when the station is in need.

They can provide unique weapons and arms, as well as additional manpower against threats but the faction may also order their representative to attempt to spur some drama as an excuse for their hiring.

Roundstart Role: Intelligence Operative

Stellar Law

Stellar law are an independent law and policing body. They provide lawyers as well as independent policing and can audit and arrest members of security who are acting out of line. They are almost always aligned with the Captain and use their faction's influence to request additional powers and units when needed.

Roundstart Role: Lawyer

Ghosts

Ghosts play an important role in the faction's interactions with the station. They take command of the non-station side of communications and have several powers which include:

  • Sending messages to the station or representative
  • Spawning roles/events based on the reputation
  • Voting for which faction to select, if one hasn't been selected via the appointment of a representative

All ghost actions are decided by a communal vote, where to vote you need to spend points. Points are gained over time, but you gain both starting bonuses and points per minute bonuses by gaining karma prior to your death.