Become One With All Things
Anyone following young
Adron Malvern
and his recent suggestion thread found here probably knows where I'm going with this.
I find invasions to be the biggest pull to the site for me. The map is unique to chaos, it heavily impacts many writers' stories, and it provides quantifiable success to your stories. It's pretty cool. But as folks have also put it, you can just ignore the map and not care about it. Good vibes.
I consider the way invasions have played out on Chaos over the years as fundamentally flawed. Rarely does war come down to a decent or unique story ending (bar Endgame, I suppose). Most of the time, factions just get invaded until their writers give up or go LOA. The war of attrition has been the only way to win out against opposing factions. NIO's war on TSE has seen much strategic play with cutting off territory via cloud breaks, but it is still ultimately just attrition. TSE doesn't want to give up. They've put their feet down and will keep going. I think that's an awesome narrative direction, but I dunno if that's really fun at the end of the day.
I don't think the idea I want to express needs to be implemented right now. The new mandates and invasion rules really change how people are going to approach this map. It should be playtested for a few months and enjoyed (or hated) before any serious changes are considered. However, I like this idea and wouldn't mind some feedback from the community. Constructive or not, tbh.
Idea: The Domino Effect
I think war on this site should be faster.
The idea is pretty simple. Faction A invades faction B, faction A wins. In their next invasion, Faction A should be able to mark an additional hex for taking. With each invasion, the hexes they take increase as time goes on. The moment they lose? Everything comes to a screeching halt. Maybe they drop down to only winning the bare minimum, so three atm (or maybe go one below the minimum), but they're also given an invasion cooldown that represents a crushing defeat.
If all your forces are engaged in a mad dash through enemy territory? It probably takes months for them to regroup and prepare for the next assault. It'll give other factions time to bolster their defenses, engage in diplomacy to face the threat, or just straight-up start murdering them for all the past attacks.
Also, to stop them from just switching mandates the moment they lose, maybe the debuff stays in place anyway. Could also just be locked out of choosing a new mandate until cooldown ends as well.
While this could fit pretty easily as a mandate, I also find a passive effect to be an equally cool idea. Break the mold a bit, implement new mechanics, all that stuff.
Anyway, shoot your ideas my way, shoot this down, whatever. I'm here for it.
EDIT 1: Taken from this post. Decided to add a bit more to help try and balance the initial suggestion based on responses.

I find invasions to be the biggest pull to the site for me. The map is unique to chaos, it heavily impacts many writers' stories, and it provides quantifiable success to your stories. It's pretty cool. But as folks have also put it, you can just ignore the map and not care about it. Good vibes.
I consider the way invasions have played out on Chaos over the years as fundamentally flawed. Rarely does war come down to a decent or unique story ending (bar Endgame, I suppose). Most of the time, factions just get invaded until their writers give up or go LOA. The war of attrition has been the only way to win out against opposing factions. NIO's war on TSE has seen much strategic play with cutting off territory via cloud breaks, but it is still ultimately just attrition. TSE doesn't want to give up. They've put their feet down and will keep going. I think that's an awesome narrative direction, but I dunno if that's really fun at the end of the day.
I don't think the idea I want to express needs to be implemented right now. The new mandates and invasion rules really change how people are going to approach this map. It should be playtested for a few months and enjoyed (or hated) before any serious changes are considered. However, I like this idea and wouldn't mind some feedback from the community. Constructive or not, tbh.
Idea: The Domino Effect
I think war on this site should be faster.
The idea is pretty simple. Faction A invades faction B, faction A wins. In their next invasion, Faction A should be able to mark an additional hex for taking. With each invasion, the hexes they take increase as time goes on. The moment they lose? Everything comes to a screeching halt. Maybe they drop down to only winning the bare minimum, so three atm (or maybe go one below the minimum), but they're also given an invasion cooldown that represents a crushing defeat.
If all your forces are engaged in a mad dash through enemy territory? It probably takes months for them to regroup and prepare for the next assault. It'll give other factions time to bolster their defenses, engage in diplomacy to face the threat, or just straight-up start murdering them for all the past attacks.
Also, to stop them from just switching mandates the moment they lose, maybe the debuff stays in place anyway. Could also just be locked out of choosing a new mandate until cooldown ends as well.
While this could fit pretty easily as a mandate, I also find a passive effect to be an equally cool idea. Break the mold a bit, implement new mechanics, all that stuff.
Anyway, shoot your ideas my way, shoot this down, whatever. I'm here for it.
EDIT 1: Taken from this post. Decided to add a bit more to help try and balance the initial suggestion based on responses.
When you take the mandate:
In the first invasion you win you are awarded one less hex than the base level. So in the current state of the board, you only get two.
The capital hex of other major factions cannot be the target of an invasion unless they are the only remaining hex available. This was suggested by
Darlyn Excron
and it's not bad. I think I'd modify it so you can't target the capital hex as an additional hex, but you can target it as the initial hex.
Pros:
For the last one, I'm taking
Rynn Vizsla
suggestion and modifying it slightly, cause I think momentum being used against you is good, but I don't think they should get the full effect of the mandate cause, well, they don't have the mandate.
In the first invasion you win you are awarded one less hex than the base level. So in the current state of the board, you only get two.
The capital hex of other major factions cannot be the target of an invasion unless they are the only remaining hex available. This was suggested by

Pros:
- Every successive victory against the same faction rewards you an additional hex to claim, up to a maximum of five.
- When you lose, you receive an invasion cooldown of X amount of days. (I'm thinking somewhere between 2-4 weeks.)
- When you begin invasions again, you start fresh at the two hex gain.
- During your cooldown period, any faction who launches an invasion against you can declare an additional hex to gain if they win.
For the last one, I'm taking

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