Mistress of the Dark.
Hey everyone, this is a post in response to the following thread but I felt like I wanted to separate it due to it maybe derailing that thread:
www.starwarsrp.net
A big thank you to
Darth Empyrean
for starting this conversation.
After spending some time reflecting on the current state of the map game and the role Invasions play within our broader Chaos ecosystem, I wanted to propose an idea that I believe could help reinforce long-term sustainability and positive engagement between factions—especially as we all begin to adapt to the new, expanded galactic map.
This suggestion comes from a place of genuine care for the site and our community. I'm relatively fresh off my return to Chaos in 2024, and have only participated in one invasion thread since then. But that experience, coupled with a bit of observation and some reflection on Chaos' long and storied war history, has left me thinking about how we might improve our approach to conflict on a systemic level.
Invasions are, without question, the most high-profile form of faction interaction on Chaos. They're thrilling, dramatic, emotionally charged, and often where some of the best writing on the board happens. But as many of us have experienced—either directly or through faction leadership—they can also be punishing in terms of time, energy, and morale.
Historically, the only tangible reward from an invasion has been a single hex gained by the victor and the eventual SSD. That makes perfect sense when the map is relatively small and hexes are tightly contested. However, with the recent expansion of the map, we now find ourselves with a galaxy that's sprawling—beautifully so, but far more spacious than before. This has a few subtle effects:
Right now, victory is the only outcome that feels rewarding. There is no mechanical or narrative recognition for factions that fight hard and lose honourably, nor for those who throw themselves into the meat grinder to keep stories alive. The only factions that progress are the ones that win. Everyone else walks away with nothing, despite often investing just as much (if not more) effort.
That's a big part of why invasions have historically been both our biggest activity spikes and our greatest burnout machines. Factions caught in multiple wars with no "win" to show for it slowly bleed out. Not because the writing was bad. Not because the stories weren't engaging. But because they were never given a meaningful reason to keep going.
What I'm suggesting is simple in concept, and intentionally light in initial structure so the community can help shape it.
Let's implement an Invasion Points System—a framework where factions are rewarded not only for winning invasions, but for participating in them meaningfully.
The idea is that factions would accrue points over time by engaging in invasions, regardless of outcome. Victory would still be the most efficient way to accumulate these points, but simply showing up, committing to the story, and reaching certain milestones (such as post count, participation minimums, etc.) would also provide value.
These points could then be exchanged for rewards that already exist within Chaos' ecosystem, like Super Star Destroyers, or potentially for new incentives that are created collaboratively over time. The system would not replace map hex gains—it would supplement them. Invasion victors would still gain a hex, but they would also move toward long-term faction growth in other ways. And those who lose? They would still walk away with something to show for their time and energy.
This accomplishes several things:
In addition to the Invasion Points System (IPS), I'd also like to propose a complementary mechanic: War Exhaustion. (Credit to
Aether Verd
for the idea)
This is something I believe could work hand-in-hand with the IPS to address one of the more difficult realities of Chaos' invasion culture—burnout. Whether you're winning or losing, the sheer weight of back-to-back invasions, OOC coordination, factional post expectations, and inter-faction politics can wear even the strongest communities down. And often, there's no activatable "off-ramp." No mechanic that can be chosen by a major faction for saying: we've done our part, we need time to regroup, rebuild, and refocus.
The War Exhaustion mechanic is designed to provide that exit ramp—a temporary peace period, earned through activity and effort, not simply requested.
Here's the basic idea:
Factions could spend a chunk of Invasion Points to trigger a War Exhaustion declaration. Once declared, that faction enters a cooldown period during which:
This could come with a soft IC justification—such as mass casualties, logistics collapse, political realignment, or simply war fatigue—which factions could turn into part of their lore.
It's not a shield against consequences. If you're actively in a invasion and lose, you still lose the hex. But if you've weathered several campaigns or just came off a major push, you can use the points you've earned to declare enough is enough—at least for a while.
This mechanic would accomplish several things:
I'd love to hear your thoughts on this one as well. Would this mechanic help factions stay healthy longer-term? Would you want limitations or safeguards added? How might we integrate this into the broader Invasion Points framework without it being exploitable?
Looking foward to the discussion,
Serina Calis.

Feedback - Invasions & War | An Open Discussion
So we've had some historical issues with invasions and war on Chaos, and its been discussed a few times that invasions are high activity but not very good for long term growth of the site. Invasions get massive volume by comparison to other threads, but too many invasions causes burnout, and...
A big thank you to

After spending some time reflecting on the current state of the map game and the role Invasions play within our broader Chaos ecosystem, I wanted to propose an idea that I believe could help reinforce long-term sustainability and positive engagement between factions—especially as we all begin to adapt to the new, expanded galactic map.
This suggestion comes from a place of genuine care for the site and our community. I'm relatively fresh off my return to Chaos in 2024, and have only participated in one invasion thread since then. But that experience, coupled with a bit of observation and some reflection on Chaos' long and storied war history, has left me thinking about how we might improve our approach to conflict on a systemic level.
Invasions are, without question, the most high-profile form of faction interaction on Chaos. They're thrilling, dramatic, emotionally charged, and often where some of the best writing on the board happens. But as many of us have experienced—either directly or through faction leadership—they can also be punishing in terms of time, energy, and morale.
Historically, the only tangible reward from an invasion has been a single hex gained by the victor and the eventual SSD. That makes perfect sense when the map is relatively small and hexes are tightly contested. However, with the recent expansion of the map, we now find ourselves with a galaxy that's sprawling—beautifully so, but far more spacious than before. This has a few subtle effects:
- The strategic value of a single hex has diminished.
- Travel and campaign times have increased.
- Factions are less likely to "meet" without concerted effort.
- Invasions feel like massive effort for minimal gain, even when winning.
Right now, victory is the only outcome that feels rewarding. There is no mechanical or narrative recognition for factions that fight hard and lose honourably, nor for those who throw themselves into the meat grinder to keep stories alive. The only factions that progress are the ones that win. Everyone else walks away with nothing, despite often investing just as much (if not more) effort.
That's a big part of why invasions have historically been both our biggest activity spikes and our greatest burnout machines. Factions caught in multiple wars with no "win" to show for it slowly bleed out. Not because the writing was bad. Not because the stories weren't engaging. But because they were never given a meaningful reason to keep going.
What I'm suggesting is simple in concept, and intentionally light in initial structure so the community can help shape it.
Let's implement an Invasion Points System—a framework where factions are rewarded not only for winning invasions, but for participating in them meaningfully.
The idea is that factions would accrue points over time by engaging in invasions, regardless of outcome. Victory would still be the most efficient way to accumulate these points, but simply showing up, committing to the story, and reaching certain milestones (such as post count, participation minimums, etc.) would also provide value.
These points could then be exchanged for rewards that already exist within Chaos' ecosystem, like Super Star Destroyers, or potentially for new incentives that are created collaboratively over time. The system would not replace map hex gains—it would supplement them. Invasion victors would still gain a hex, but they would also move toward long-term faction growth in other ways. And those who lose? They would still walk away with something to show for their time and energy.
This accomplishes several things:
- It incentivizes healthy, sustained participation, even in the face of loss.
- It reduces the feeling of "we wasted our time" that can plague a losing faction.
- It encourages sportsmanship and storytelling over brute-force min-maxing.
- It gives newer or smaller factions a growth path, even if they can't win every fight.
- And it makes war more dynamic than a binary "win-or-die" model.
In addition to the Invasion Points System (IPS), I'd also like to propose a complementary mechanic: War Exhaustion. (Credit to

This is something I believe could work hand-in-hand with the IPS to address one of the more difficult realities of Chaos' invasion culture—burnout. Whether you're winning or losing, the sheer weight of back-to-back invasions, OOC coordination, factional post expectations, and inter-faction politics can wear even the strongest communities down. And often, there's no activatable "off-ramp." No mechanic that can be chosen by a major faction for saying: we've done our part, we need time to regroup, rebuild, and refocus.
The War Exhaustion mechanic is designed to provide that exit ramp—a temporary peace period, earned through activity and effort, not simply requested.
Here's the basic idea:
Factions could spend a chunk of Invasion Points to trigger a War Exhaustion declaration. Once declared, that faction enters a cooldown period during which:
- They cannot be targeted for new invasions, and
- They cannot initiate invasions themselves.
This could come with a soft IC justification—such as mass casualties, logistics collapse, political realignment, or simply war fatigue—which factions could turn into part of their lore.
It's not a shield against consequences. If you're actively in a invasion and lose, you still lose the hex. But if you've weathered several campaigns or just came off a major push, you can use the points you've earned to declare enough is enough—at least for a while.
This mechanic would accomplish several things:
- It provides a pressure release valve for factions who have fought hard and need time to catch their breath without being punished for taking a break.
- It gives factions a tactical option—spend points for peace, or stockpile for greater rewards.
- It gives time for winning factions to instead focus on an internal story rather than worrying about their new gains.
- It allows smaller or recovering factions to reset the board before they collapse entirely.
- And most importantly, it frames peace not as "giving up," but as a legitimate strategic decision that emerges from participation, not absence.
I'd love to hear your thoughts on this one as well. Would this mechanic help factions stay healthy longer-term? Would you want limitations or safeguards added? How might we integrate this into the broader Invasion Points framework without it being exploitable?
Looking foward to the discussion,
Serina Calis.