#Creating a Custom Faction and Endgame

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wicked raptor
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[For Career Mode 2.0]

Overwiew:

Once the player reaches Legendary status, they can found their own faction. This unlocks a larger strategic layer of gameplay built around fleets, ship roles, and a new endgame objective: conquering all star systems.

Faction Creation Requirements

The player must:

  • Reach Legendary fame
  • Pay 5,000,000 credits in administrative costs
  • Control at least one star system and/or build their own base (defined as a ship without thrusters)

These requirments ensure that faction creation is a true late game reward and that the player has both the resources and experience necessary to operate at a large strategic scale.

What Is Created Upon Proclamation

The player defines:

  • Faction name
  • Emblem or flag

Templates for key ship classes:

  • Trader
  • Miner
  • Scout
  • Any number of warships based on the player’s strategy

All ships must share a unified color palette, which can be changed at any time.
This enables fast fleet production and reinforces a consistent faction identity.

Consequences of System Conquest

Any faction that loses a system automatically becomes hostile toward the player’s faction. Other factions default to neutral status, as the player is no longer just a captain but a new political entity.

No dedicated diplomacy systems are required. The design leans into a total war framevork. This keeps development scope focused and preserves the core identity of the game.

Fleet Design and Ship Roles

Each ship blueprint is assigned a role. Roles can be predefined or created by the player through a simple priority based logic system.

Example roles:

  • Flanking fighter
  • Tanking battleship
  • Trader / Transport

Roles enforce task oriented design, reduce micromenagement during large scale engagements, and increase the strategic value of thoughtful ship construction.

The fleet becomes a cohesive system similar to a card deck rather than a collection of independent ships that simply travel together.

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Automation and Command System

Fleets are delegated through simple high level orders:

  • Patrol
  • Escort
  • Attack
  • Defend base
  • Suppress pirates

Players can define priorities and patrol points on the strategic map. They may observe or intervene in battles but are not requaired to manually control every engagement.

Important: the goal is not to transform the game into an RTS, but to provide long term motivation and a natural escalation of scale.

Expanding from local skirmishes to system wide warfare is a logical progression.
This preserves the core pillars of ship design and combat while enabling large scale play without player fatigue.

Fleet Economy and Passive Income

Ships generate passive income based on how well their design aligns with their assigned role.

For example:

  • A trader must prioritize speed and cargo capacity
  • Effective escort ships reduce risk of losses

If protection is insufficient, income decreases due to losses and downtime.
Tying the economy directly to ship design creates meaningful trade offs and reinforces the value of optimization.

Endgame Goal and Player Satisfaction

Clear objective: conquer all star systems and build a galactic empire.

The game shifts perspective from a single captain to a faction leader, introducing new strategic and design challenges.

This provides a scalable endgame loop, justifies large fleets, and supports high level decision making. A final crisis event could be introduced as a culminating challenge, such as an unknown threat foreshadowed by a Great House.