Star Wars Roleplay: Chaos

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Mandates Refresh 2019

Do you like the Major Faction Mandates?


  • Total voters
    50
Please suggest potential Mandates, Staff is doing a refresh here shortly.

Here's one idea to get the salty/creativity mines flowing:

Criminal Enterprise

1. Once a month, sacrifice a hex, then choose one:

- Swap influence clouds with a faction that has fewer hexes.

OR

- Gain control of target Dominion thread by another Major Faction.

OR

- Join a Rebellion you would not normally be able to join.
 
I love Mandates, I love the idea of Mandates. However, many of them at present are outdated and do not match how the map game is currently played. These are the mandates I've marked as bad or useless:
  • Casino Royal – Currently useless, since we don't even have Flashpoints in place anymore (yes, someone made a suggestion regarding these, but these suggestions have not been accepted at the time of writing this reply).
  • Droid Army – Not enough droid presence for it make a dent or have any effect when it comes to allies.
  • Hermit Kingdom – if a faction is only doing one Dominion per month, they can't get rebelled anyway. This mandate is sort of redundant at present.
  • Galactic Nomads – needs an edit, as it is unfair for factions with under three hexes that perform a nomadic move magically receive more hexes as a result of said move without needing to provide any reasoning.
  • Vigilante Justice – a great idea, but with the current meta and relative low numbers of active bounty hunters, feels like it's outdated.
  • Lawlessness – Same.


ETA: Suggestions coming soon
 
As mentioned in a thread earlier on this year, I figure this would be a great place to bring it up again in the hopes of getting it implemented. :3

Voidborne Crusaders
  • Strength: This Major Faction has an infinite number of Requesting Aid slots when launching an Invasion of an Enemy Hex.
  • Weakness: This Major Faction has no Requesting Aid slots when defending a Hex that they own.
 
Industrial Magnate
  • Strength: When this faction completes an Invasion, a new Victory Condition is to be taken into consideration by the presiding Roleplay Judge:

    Factory Presence
    The addition and numerical value of player-created starships, vehicles, weapons and droids are to be taken into consideration and leverage in favor of all Industrial Magnate Factions when determining victory of an Invasion.
  • Strength: Droid character posts in Dominions count for double when determining the completion of Dominions.
 
New Spawn
  • Strengths: This faction cannot be invaded or rebelled.
  • Weaknesses: Only available as a first Mandate for newly minted Major Factions. Lasts only for the first 30 days of the Major Faction's existence. Cannot be re-used if Faction goes minor or gets recalled, and then becomes Major again. Faction cannot invade during the 30 day window.
 
Population Control
  • Strengths: Once every 60 days, this faction can choose to give up on of its hexes and hand the option to choose a hex to another faction.
  • Weaknesses: Receiving faction is still limited to gaining 3 hexes total per month. Receiving faction must have a smaller amount of hexes than the giving faction. Received hex is open to rebellion for 10 days.
 
Lucius Varad said:
As mentioned in a thread earlier on this year, I figure this would be a great place to bring it up again in the hopes of getting it implemented. :3

Voidborne Crusaders
  • Strength: This Major Faction has an infinite number of Requesting Aid slots when launching an Invasion of an Enemy Hex.
  • Weakness: This Major Faction has no Requesting Aid slots when defending a Hex that they own.
Critique:

Infinite Request Aid when ATTACKING is currently seen as very overpowered. On defense, not so much. This is because most factions only attack when they know they have an upper hand. Also, I personally view it as much funner to be on offense here than it is to be on defense, because it happens so seldom due to reasons this would exacerbate. If everyone can join in on ONE invasion, other Invasions are much less likely to happen.

I would prefer MORE Invasions that are smaller, not less Invasions that are bigger. And again, Invaders likely already have the upper hand at Chaos.
 
Scherezade deWinter said:
New Spawn
  • Strengths: This faction cannot be invaded or rebelled.
  • Weaknesses: Only available as a first Mandate for newly minted Major Factions. Lasts only for the first 30 days of the Major Faction's existence. Cannot be re-used if Faction goes minor or gets recalled, and then becomes Major again.
Critique:

While I do like the flavor this is going for, the weakness should be "this faction cannot invade or rebel." Please see: One Sith. The minute they hit Major, they were Invading. While this mandate isn't designed for them, it could be abused to make things very one-sided for a month.
 
Criminal Enterprise

1. Once a month, sacrifice a hex, then choose one:

- Swap influence clouds with a faction that has fewer hexes.

Oh, no. Oh, no, no. All this would do, is mine salt. If you're a major faction focused on worldbuilding and do a ton of planet and location subs, then some other faction comes along and picks this, all of a sudden you're evicted from your hexes and lose all your hard work without having the possibility to do anything. If you want to implement something like this, I'd replace it with:

- Gain the ability to declare Total War against a rival faction (invasion rules apply, with increased requirements). If victorious, you gain control over 3 of the rival faction's hexes.

Basically like an invasion, but bigger and spread out across multiple hexes.
 
Tefka said:
Critique:

While I do like the flavor this is going for, the weakness should be "this faction cannot invade or rebel." Please see: One Sith. The minute they hit Major, they were Invading. While this mandate isn't designed for them, it could be abused to make things very one-sided for a month.

Let's add that in, then! :)
 
Contageous Assault
  • Strengths: When this faction invades, it can choose an additional neighboring hex that will be included in the invasion.
  • Weaknesses: When this faction gets invaded, the invading factions can automatically choose one additional neighboring hex that will be counted in the same manner.
 
Carpy said:
Oh, no. Oh, no, no. All this would do, is mine salt.
You, sir, are very correct.

It's too immersion breaking, that ability couldn't feasibly happen in the Galaxy with any story able to explain it, but I'm toying with ideas of power creeping on the other more popular Mandates like Rapid Expansion.
 
Passive Expansion
  • Strengths: Every 3 months, gain a hex without needing to do a dominion for it.
  • Weaknesses: You may gain the hex passively only if your faction did not participate in invasions, skirmishes, or fights against other factions within those three months (regardless of whether your faction is the aggressor or the defender).
 
[member="Tefka"] - Many things are viewed as overpowered these days, so I personally believe it's a subjective term that's utterly flavoured by perception. With that being said, however, I do agree and recognize that's an issue with the mandate I suggested. A good portion of the faction's have defensive stronghold already, and I believed this would be the perfect, comparable counter to it.

While I won't get into the reasons behind why invasions are launched, or about my disagreements over who has the advantage, I believe that this would be a perfect opportunity for several major factions to team up against a larger one in a single thread. Someone (or a group of someone's) can bypass the ally restriction limits and simply join the faction/usergroup; freeing up that slot for someone that doesn't feel like dancing around the restriction. Yet, that inevitably circles back around to having one Invasion thread, rather than several smaller ones.

So, rather than a reverso card I previously suggested - let's see what you think of this instead.

Voidborne Crusaders
  • Strength: This Major Faction, if declared the Victor in an Invasion, gains an additional Hex [Must be Adjacent, and Non-Capital] of the Opponent's (or Site Administration's) choosing.
  • Weaknesses: This Major Faction cannot turn in Dominion's to expand their territory.
 
Kaine Australis said:
Strength: When invading another Major Faction, this Major Faction can designate up to 5 members of an opposing faction that cannot participate
Rotfl

"Yeah, I would like to pick the Faction Owner, the entire Faction Admin Team, and you - yeah, I see you - Roy in the back - yeah, @#$% you."

Dude, some Major Factions only START with 5.
 
Asymmetric Warfare

When invaded, a faction may refuse to meet their opponent in open battle, opting instead to use asymmetric or guerilla tactics to engage the enemy.

Strength: Allows faction to preserve fleet and troop strength on less vital worlds. Instead, they mobiliize indigenous forces to engage the enemy with ambush tactics, striking at weak points and fading away into the civilian population.

Weakness: Defending faction cedes the initiative, fighting without air or technological superiority.
 
The only ones I think should go are Casino Royale (obsolete game mechanic), plus Benevolent Dictator and Hermit Kingdom (both seem to limit good solid activity from happening).

I REALLY like the droid one and would love to see other things in that flavor. E.g. encouraging nonhumanoid aliens to get the Mos Eisley/Canto Bight vibe going.
 
Racial Supremacists

Strengths: Characters belonging to the major faction's parent species have their posts count for twice as much in dominions, and have unlimited ally slots for members of the parent race in defending invasions.

Weaknesses: Characters outside of the parent species must have their posts count for half a post in dominions, non-members of the parent species cannot be allies in invasions.
 

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