Welcome Guest [Log In] [Register]


Explore. Grow. Adapt. Multiply. Conquer. Negotiate. Play. Project Bishop.
-- Project Bishop is up and running! Welcome, all! -- The FIRST CONTEST is on: a recruitment drive for ingame cash! Check the Contest forum for details! -- PROTIP: The shoutbox is at the bottom of the page. Scroll down and bask in its high-speed communication glory. -- Project Bishop: Everything else is for furries.
Locked Topic
Faction Rules; Uniting Under The Banner Of ____________
Topic Started: Jan 3 2009, 03:04 AM (110 Views)
Guardian
Member Avatar
Administrator
[ * ]
Factions are the heart of Project Bishop. Though single-character RP is accepted and encouraged, it's really the factions that this forum is made for. By factions, I usually mean large groups of civilians and soldiers that are united by a government, though pirate groups and other unusual factions are not banned. Corporations are not explicitly disallowed, but strongly discouraged since they don't occupy planets of their own and don't function like governments do in politics and war.

The Faction Rules
Aggressive Expansion: A Big Step
War And Peace: On The Stellar Level
Big Ship, Little Ship: A Crucial Choice
Offline Profile Goto Top
 
Guardian
Member Avatar
Administrator
[ * ]
Aggressive Expansion

Factions like expansion. Despite the high cost of colonies, more planets generally seem to indicate better times and a good show of power. So for colonizing a new planet, a colony ship must be built (bought) by means of the Admin Shop in the faction shops forum. These things are gigantic in size and run around &1,000,000, but have everything needed to set up a new colony and the Fight points to get through some enemy fire in order to make it to the colony if necessary.

Keep in mind that a new colony is a big step for your faction. It is not so much a mission as it is a project: one requiring mountains of Credits, a legion of colonists and logistics personnel, and years of planning. As such, you should treat a colony-establishing thread with great importance. Don't just say "Colony ship USS Colony lands and founds colony on Planet X," show how the settlements are set up and the planet is readied for habitation by your faction. Good colony threads could run for a while, meaning you have to talk to yourself for a little bit, but a colony is one of the biggest steps your faction can take in terms of expanding its power.

You colonized a planet? Give yourself a pat on the back. That's a massive achievement right there.
Offline Profile Goto Top
 
Guardian
Member Avatar
Administrator
[ * ]
War And Peace

Factions are big boys. They can start wars and sign treaties without any outside interference, and I plan to let factions alone in that regard. Just a few things to remember: planetary bombardments aren't banned, but are generally frowned upon by civilized life in the galaxy. If you must do it, you must have ships in your arsenal that are capable of bombarding the planet, and even then the Fight of the bombardment-capable ships is pitted against the Fight of the units on the surface capable of hitting space units. Combat then proceeds as normal, with the defender roleplaying other losses on the surface.

Invasions are the preferred way to go, expensive as they are, because they avoid civilian casualties and generally tend to look better in the eyes of the galactic populace. Remember that landing craft can be subject to RISK rules while landing; it is a matter of whether or not the defender wants to settle things via a large ground battle. Ground battles use the same F/M system and RISK rules as space battles do, so things are fairly straightforward there.

Treaties? You're on your own. Hope you didn't make that guy too angry, or you'll be lucky to end up with a treaty at all.
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Rules · Next Topic »
Locked Topic

______________________________________
Theme created by Jenny of the ZetaBoards Theme Zone.