This idea began forming in my head when i was walking the dog.
Basically the idea is to let players do their own orgs. Not so easily
as making a faction, and you must meet certain requirements:
- Min lvl 45
- Min rep for the parent org: 100 or more
- Must be faction leader
- Must have an another factionleader on the project [optional, only needed for revolution]
- May not have any bans or "SOE criminal records"
You would be forming the organisation from a parent org, which is
either one of the existing orgs (Zion, Machine or Merv, and possibly
Cypherite, if it get's into the game). You could either do a
revolution, which is done by contacting an another factionleader, and
forming the org from an Org UI element (together with the other
factionleader). Then you would send a mail to the head of your former
org (ie an announcement of a new org to the devs), and then your org
would be created by revolution.
Or, you could agree with your head of the org to make a new org, and be
allied with your former org. To this, you would not need an another
crewcaptain. "Agreeing with the head of the org" is sending an email to
a LET member (or someone else incharge of this if it get's done) and
get permission to make the new org.
When your new org is made, you can recruit factions and crews by
recruiting the crewcaptain. The ranks in the org would be like, in the
first rank, there can be only persons, not factions/crews, and in the
other ranks there can be any. The persons in Rank 1 all share the same
power over the organisation. There would also be a Mission controller
rank, where all mission controllers are, and they have the power to
create missions. How, read further.
A central part of an org is missions. The mission controllers give out
missions by the email function. The operative contacts an online
mission controller by the mission panel, as usually. Then the mission
controller get's an email in his/her inbox, and scripts the misison.
More about mission scripting below. So, the operative get's his/her
mission, and completes it, get's rep the normal way, and xp the normal
way, and as much info as the mission controller decides when scripting
the mission.
How to script:
The MC (Mission controller) writes the mission code in the reply. It would look something like this:
So that's what the mission code could look like.
Very easy to learn. Everything else, the floor of the missionspace, the
drops, the bosses names, would be randomly choosen by the system, to
avoid exploiting.
Well, there's much more to it, but it's already a long read, so i'll stop now.
Basically the idea is to let players do their own orgs. Not so easily
as making a faction, and you must meet certain requirements:
- Min lvl 45
- Min rep for the parent org: 100 or more
- Must be faction leader
- Must have an another factionleader on the project [optional, only needed for revolution]
- May not have any bans or "SOE criminal records"
You would be forming the organisation from a parent org, which is
either one of the existing orgs (Zion, Machine or Merv, and possibly
Cypherite, if it get's into the game). You could either do a
revolution, which is done by contacting an another factionleader, and
forming the org from an Org UI element (together with the other
factionleader). Then you would send a mail to the head of your former
org (ie an announcement of a new org to the devs), and then your org
would be created by revolution.
Or, you could agree with your head of the org to make a new org, and be
allied with your former org. To this, you would not need an another
crewcaptain. "Agreeing with the head of the org" is sending an email to
a LET member (or someone else incharge of this if it get's done) and
get permission to make the new org.
When your new org is made, you can recruit factions and crews by
recruiting the crewcaptain. The ranks in the org would be like, in the
first rank, there can be only persons, not factions/crews, and in the
other ranks there can be any. The persons in Rank 1 all share the same
power over the organisation. There would also be a Mission controller
rank, where all mission controllers are, and they have the power to
create missions. How, read further.
A central part of an org is missions. The mission controllers give out
missions by the email function. The operative contacts an online
mission controller by the mission panel, as usually. Then the mission
controller get's an email in his/her inbox, and scripts the misison.
More about mission scripting below. So, the operative get's his/her
mission, and completes it, get's rep the normal way, and xp the normal
way, and as much info as the mission controller decides when scripting
the mission.
How to script:
The MC (Mission controller) writes the mission code in the reply. It would look something like this:
Phase1
Coords=1 1 -200 RCL[coords to the first mission phase here, it must be
a building, RCL means Richland, every district has it's own code]
NOE[number of enemies]=3
FinalPhase=False
Phase2
Coords=1 1 -100 RCL[same as in phase 1, only now the coords to the second phase]
NOE=5
Bosses[3^]=1
FinalPhase=False
Phase3
Coords=1 1 -1 RCL[same as in phase 1, only now the coords to the third phase]
NOE=4
Bosses[3^]=2
FinalPhase=True
AddInfo
XP=3phase [can be a custom amount, and can be automatic. When writing a
phase-value, the system gives the maount of xp that a player would get
for his/her level for a 3 phase mission]
Info=3phase [same as above]
MissionName=Green code of eternity [simply the name of the mission, can be anything]
Private=No [Yes: Only the player the mission is for can enter, No: Anyone from the org can enter]
So that's what the mission code could look like.
Very easy to learn. Everything else, the floor of the missionspace, the
drops, the bosses names, would be randomly choosen by the system, to
avoid exploiting.
Well, there's much more to it, but it's already a long read, so i'll stop now.
