INFO: Faction Points System

General Server Rules, Behavior, Army Composition, Operation descriptions

INFO: Faction Points System

Postby Motoko Nguyi on 12 Mar 2010, 02:33

    Faction Points
    Players can spend Reward Points (RP)to get Faction Points (FP): 1 RP = 1 FP

    Faction Points will be collected in the Faction Forum and need to be "spend" there too.

    Note that low population faction might get a lower final cost for purchases. This will be noted in the Faction forums when first FP are spend.

    Players can call any staffmember ingame to "spend" Reward Points. Note that a minimum of 5 RP has to be spend at a time! The Staffmember will post the RP spend this way into the Mod Forum and take the Reward Points from the player. Note that the player also also has to post his RP spending in his Factions Forum, else it won't have any effect!

    Teamplay with your Factionmates and determine a "Faction Leader" for spending the Faction Points. A new Faction Leader can be determined by a Factions Players at any time. Also, the Faction Leader can determine a 2nd Leader that is allowed to do FP Spendings while the FL is probably absend. Vote about it and let it be confirmed by your faction mates.

    Only the Faction Leader is allowed to announce FP spending in the Faction Forum.

    Note that FP spendings and the Gains will be implemented every monday (@ about 5-6 pm GMT+1)

    Deadline for spending FP's or RP's to count for the running week is 11:59 pm GMT+1 on Sundays!!!

    Player can gain Faction Points for their Faction also by winning Tournaments. The Faction Point payout will replaces the Reward Points Payouts on Tournaments.


  • 01.) Unban Ammunition
    Faction can unban Ammo which is currently banned. (SEE HERE).
    Costs are as following:
    80 FP - (IS) - AC Armor Piercing Ammo
    INFO
    - Every attack with armor-piercing ammunition that successfully damages armor provides a chance for a critical hit, even if the internal structure took no damage. After marking off the armor damage for the attack, roll once on the Determining critical Hits Table. Apply a modifier to the die roll based on the type of autocannon used: –1 for an AC/20, –2 for an AC/10, –3 for an AC/5 or –4 for an AC/2. If the initial attack damages the internal structure, make the standard roll for possible critical hits. Armorpiercing ammunition has no additional effect for attacks that damage internal structure. The weight of armor-piercing ammunition means that a ton of armor-piercing ammo contains half as many shots as a ton of standard ammo (rounded down). In addition, armor-piercing rounds are harder to aim, adding a +1 modifier to the to-hit number at all ranges.
    - Vehicles: Every successful attack against a vehicle automatically causes a roll on the appropriate column of the Vehicle Critical Hits Table, corresponding to the location damaged; in the case of Support Vehicles with a BAR less than 10, apply a +2 modifier to the die roll. In both cases, the standard modifiers inflicted by armor-piercing ammunition for determining critical hits still apply when rolling on the Vehicle Critical Hits Table.

    120 FP - (IS) - AC Precision Ammo
    INFO
    - When firing precision ammunition, reduce the target movement modifier by 2 to a minimum of zero. A ton of precision ammo contains half as many shots as a ton of standard ammo (rounded down).

    75 FP - (IS) - Arrow IV Inferno Ammo
    90 FP - (IS) - Semi-Guided LRM Ammo
    INFO
    - When firing semi-guided missiles at any target in range successfully designated by a friendly TAG (at right), the attacker ignores the target movement modifier. When firing indirectly, also ignore indirect fire and spotter movement modifiers. Once a successful to-hit roll has been made, use the rules for standard LRMs to determine the number of missiles that struck the target, hit locations and so on.

    75 FP - (IS) - Swarm-I LRM Ammo
    70 FP - (IS) - Thunder Active LRM Ammo
    75 FP - (IS) - Thunder Inferno LRM Ammo
    80 FP - (IS) - iNarc ECM
    INFO
    - On a successful attack, treat the target as if within a hostile ECM field. The ECM pod has no effect radius of its own, and thus does not affect other units—it only works on targets to which it is attached. ECM pods have no effect against infantry units.

    90 FP - (IS) - iNarc HayWire
    INFO
    - On a successful attack, the target suffers a +1 to-hit modifier to all weapon attacks (including TAG) and may not spot for indirect LRM attacks. Multiple pods are not cumulative and have no further effect. Haywire pods have no effect against infantry units.

    85 FP - (IS) - iNarc Nemesis
    INFO
    - A successful attack tags the target. Friendly units that use Artemis IV-capable missiles, semi-guided missiles or Narc-equipped missiles to attack an enemy unit may instead hit the Nemesistagged unit, if it is along the LOS between the attacker and the target, and LOS exists between the attacker and the Nemesistagged unit and the Nemesis-tagged unit is not underwater. Apply a +1 modifier to such unintentional attacks, starting with the closest Nemesis-tagged friendly if more than one unit meets the criteria. Nemesis pods have no effect against infantry.

    110 FP - (Clan) Clan Semi-Guided
    INFO
    - When firing semi-guided missiles at any target in range successfully designated by a friendly TAG (at right), the attacker ignores the target movement modifier. When firing indirectly, also ignore indirect fire and spotter movement modifiers. Once a successful to-hit roll has been made, use the rules for standard LRMs to determine the number of missiles that struck the target, hit locations and so on.

    100 FP - (Clan) Clan Swarm-I
    110 FP - (IS/Clan) ACID SRM Ammo
    INFO
    - Acid SRMs suffer a –2 modifier when rolling on the Cluster Hits Table.
    - AX SRMs inflict a base 3 points of damage per missile against units using any form of Ferro-Fibrous, Ferro-Lamellor, Laser-Reflective or Reactive armor, as well as any unit that has a BAR value of 5 or less. (This damage may be modified by special armor rules.) Against all other armor (and structure) types, AX SRMs inflict the standard 2 points of SRM damage. Conventional infantry multiply the damage inflicted by AX SRM attacks by 1.5 (rounding up).
    - If excess damage from an AX warhead destroys the last of the armor in a given location, no damage carries over into the internal structure (but subsequent AX missile hits directly against internal structure will inflict normal SRM damage).
    - AX SRMs are incompatible with Artemis, Narc or Streak technology.

    110 FP - (IS/Clan) Follow the Leader LRM Ammo
    INFO
    - FTL Missiles suffer a +2 to-hit modifier (reflecting the missiles’ occasional tendency to follow the wrong warhead).
    - Upon a successful hit, FTL Missiles receive a +1 roll modifier on the Cluster Hits Table, but rather than resolving these missile hits in groups of 5, all FTL Missiles that hit the target will hit the same location.
    - FTL Missiles are incompatible with Artemis, Narc or Streak systems.

    75 FP - (IS/Clan) Heat Seeking LRM / SRM Ammo
    INFO
    - Against heat-tracking units that have overheated, Heat-Seeking Missiles receive a to-hit modifier equal to the heat-induced MP modifier for the target. (For example, if a target BattleMech has overheated by 12 points—producing a –2 MP movement modifier—the missiles receive a –2 to-hit modifier.)
    - Against non-heat tracking units or units that have not overheated, Heat-Seeking Missiles receive a +1 to-hit modifier.
    - Heat-Seeking Missiles are incompatible with Artemis, Narc or Streak systems.

  • 02.) Fortify Planet
    Faction can increase the max CP on a Planet they own. This will only increase the max CP on the planet and the currently owned CP on that planet. This can only be used on Planets where the Faction holds at least 75% of the total CP.
    Costs are as following:
    40 FP - First increase on a planet = +50 CP
    80 FP - Second increase on a planet = +50 CP
    100 FP - Third increas on a planet = +100 CP

    NOTE: Fortified Planets +CP dont count to the Faction Goal. They show up in the Faction Rankings.

  • 03.) Buildtable Change
    Faction can increase the % chance by 1% (10 points) for a specific Unit on their Buildtables or Rewardtables while lowering the % chance by 1% (10 points) for another Unit at the same time. Both units need to be on the same Buildtable and the max % for a Unit is 10% while the lowest % is 1%. For Omni Meks the whole chassis is affected and the 10 points will be evenly distributed on the whole chassis. A total of 10 Changes (10%) can be done per same Buildtable and a total of 3 Changes for the same Unit.
    Costs are as following:
    75 FP = 1% change on Standard Buildtables
    50 FP = 1% change on Reward Tables

  • 04.) Build Factory
    Faction can build a new Factory on a Planet (except the Homeworld) which helps for getting more autoproduction.
    Costs are as following:
    20 FP = Light
    30 FP = Medium
    40 FP = Heavy
    50 FP = Assault
    +
    80 FP = Mech
    40 FP = Vehicle
    5 FP = Infantry
    15 FP = Battlearmor
    15 FP = Proto
    20 FP = Aero

  • 05.) Experimental Unit moved to full production
    Faction can set an experimental Unit to full production status. This will move one Unit from a Reward table to the Factions Buildtable. The unit will start with a 0.5% chance (5 points out of 1000) on the Faction Buildtable. The Unit will still be on the Factions Reward Table. Another Unit from the same Buildtable needs to be lowered by those 0.5% (5 points) but needs at least 1% after that.
    Costs are as following:
    80 FP = Light Mech
    100 FP = Medium Mech
    120 FP = Heavy Mech
    140 FP = Assault Mech


  • 06.) Increase Partsproduction on Planet
    Faction can increase the parts produced by a planet except the homeworld (i.e. Heavy industry allows an export of 25 parts). The parts produced by a planet affects the overall economy of a faction resulting in more production. Each planets export of parts can only be increased once.
    Costs are as following:
    40 FP = +50 exported Parts

  • 07.) Decrease Factory Unit Costs
    Faction can decrease the Cbill Factory-Pull-Costs of a specific unit type (i.e. Heavy Meks) by 5%. Every unit type can be affected max. 4 times (total 20%).
    Costs are as following:
    20 FP = Light
    30 FP = Medium
    40 FP = Heavy
    50 FP = Assault
    +
    80 FP = Mech
    40 FP = Vehicle
    5 FP = Infantry
    15 FP = Battlearmor
    15 FP = Proto
    20 FP = Aero

  • 08.) New Experimental Tech Reward Design (Tech Level 3-4)
    Faction can place a Custom Unit Design on the Factions Reward Table (starts with 1%). See Custom Unit Guidelines for further Information. Max 4 Design per Weightclass can be added. Note that the 1% need to be taken from another Unit. New Experimental Omni Mek Configs are not repodable to.
    Costs are as following:
    100 FP = Light Mek or new Light Omni Mek Config for an existing design
    125 FP = Medium Mek or new Medium Omni Mek Config for an existing design
    150 FP = Heavy Mek or new Heavy Omni Mek Config for an existing design
    175 FP = Assault Mek or new Assault Omni Mek Config for an existing design
    +20 FP = Omni Mek (New design)
    +10 FP = Per Omni Mek Config (New design)


  • 09.) New Design for full production (Tech Level 1-2)
    Faction can place a Custom Unit Design on the Factions Build Table (starts with 0.5%). See Custom Unit Guidelines for further Information. Max 4 Design per Weightclass can be added. Note that the 0.5% need to be taken from another Unit.
    New Standard Omni Mek Configs are repodable to.
    Costs are as following:
    100 FP = Light Mek or new Light Omni Mek Config for an existing design
    125 FP = Medium Mek or new Medium Omni Mek Config for an existing design
    150 FP = Heavy Mek or new Heavy Omni Mek Config for an existing design
    175 FP = Assault Mek or new Assault Omni Mek Config for an existing design
    +20 FP = Omni Mek (New design)
    +10 FP = Per Omni Mek Config (New design)

  • 10.) Trial of Bloodlines
    Faction can purchase the right to start Trial a Bloodlines for one player. The player will play the Trial versus the Grand Council. Similar to a Trial of Position, he will face several opponents with rather random meks (or other unit types) or selected meks (or other unit types), dependand on the players choice of fielding a selected or random mek (or other unit types). For every killed opponent the player can create a custom config (Custom config rules are the same as for the Trial of Bloodline rewards) for a clan omni. If the player gets killed on the field of battle, all previously killed opponents don't count for the final result. After every defeated opponent, the player can chose to go on or stop the trial. Note that the Bloodname obtained here is not random. You select one.
    ENEMIES/REWARDS
    ( ENEMY UNITS )
    Player fields a selected Light Mek -> L L M M M
    Player fields a selected Medium Mek -> M M H H H
    Player fields a selected Heavy Mek -> H H A A A
    Player fields a selected Assault Mek -> A A A A A
    Player fields a random Light Mek -> L L L M M
    Player fields a random Medium Mek -> M M M H H
    Player fields a random Heavy Mek -> H H H A A
    Player fields a random Assault Mek -> H A A A A
    ( REWARDS )
    Player manages to get 1 Kill -> Random chassis from Factions Buildtable (Played Weightclass) / 1 Custom config / Selectable Bloodname
    Player manages to get 2 Kill -> Random chassis from Factions Buildtable (Selectable Weightclass) / 1 Custom config / Selectable Bloodname
    Player manages to get 3 Kill -> Random chassis from Factions Buildtable (Selectable Weightclass) / 2 Custom configs / Selectable Bloodname
    Player manages to get 4 Kill -> Selectable chassis from Factions Buildtable (Selectable Weightclass) / 2 Custom configs / Selectable Bloodname
    Player manages to get 5 Kill -> Selectable chassis from Factions Buildtable (Selectable Weightclass) / 3 Custom configs / Selectable Bloodname

    75 FP

  • 11.) Solaris VII Championship
    Faction can purchase the right to start Solaris VII Championship for one player. Similar to a Trial of Position, he will face several opponents with rather random meks (or other unit types) or selected meks (or other unit types), dependand on the players choice of fielding a selected or random mek (or other unit types). For every killed opponent the player can create a custom config or variant (Custom config rules are the same as for the Trial of Bloodline rewards) for an IS mek (or other unit types). If the player gets killed on the field of battle, all previously killed opponents don't count for the final result. After every defeated opponent, the player can chose to go on or stop the championship.
    ENEMIES/REWARDS
    ( ENEMY UNITS )
    Player fields a selected Light Mek -> L L M M M
    Player fields a selected Medium Mek -> M M H H H
    Player fields a selected Heavy Mek -> H H A A A
    Player fields a selected Assault Mek -> A A A A A
    Player fields a random Light Mek -> L L L M M
    Player fields a random Medium Mek -> M M M H H
    Player fields a random Heavy Mek -> H H H A A
    Player fields a random Assault Mek -> H A A A A
    ( REWARDS )
    Player manages to get 1 Kill -> Random chassis from Factions Buildtable (Played Weightclass) / 1 Custom config / Solaris VII Champion Title
    Player manages to get 2 Kill -> Random chassis from Factions Buildtable (Selectable Weightclass) / 1 Custom config / Solaris VII Champion Title
    Player manages to get 3 Kill -> Random chassis from Factions Buildtable (Selectable Weightclass) / 2 Custom configs / Solaris VII Champion Title
    Player manages to get 4 Kill -> Selectable chassis from Factions Buildtable (Selectable Weightclass) / 2 Custom configs / Solaris VII Champion Title
    Player manages to get 5 Kill -> Selectable chassis from Factions Buildtable (Selectable Weightclass) / 3 Custom configs / Solaris VII Champion Title

    75 FP

  • 12.) Spynetwork
    Faction can spend FP to see another Factions FP spendings for the current strategic turn. This can used for any number of Factions.
    Costs are as following:
    5 FP = See FP spendings of one Faction

  • 13.) Degradation
    Upon a Player's wish a faction can choose to demote a player in rank. Be carefull about the given promotion option after your games when you got demoted. Note that degradation of a Player can be done with imidiate effect. No need to wait till the end of a Turn.
    50 FP
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Motoko Nguyi
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Posts: 2004
Joined: 09 Mar 2009, 18:09
Location: Germany

Re: INFO: Faction Points System

Postby Motoko Nguyi on 12 Jul 2010, 17:16

Updates:

08.03.2010: Added ruleset for Cycle 3
14.03.2010: Added Point 8 / Added note about low-population Factions
16.03.2010: Added Point 9 / Added clarification for how RP/FP spendings are done
22.03.2010: Added Deadline
22.03.2010: Added Min RP to spend
29.03.2010: Added additional Ammunition types
01.04.2010: Added Info for Ammunition types
12.04.2010: Removed Vibrabomb LRM & Arrow IV
16.04.2010: Changes to FP System for Cycle 4
16.04.2010: Added 10 & 11
26.04.2010: Changed 10 & 11 to all unit types (So you can play i.e. Trials or Solaris for Aero, Vehicles or BA)
30.04.2010: Removed Tandem-Charge SRM Ammo from the FP System
03.05.2010: Fortification requirements changed from 100% to 75% of total CP
10.05.2010: Lowered Costs for 5. / 8. / 9.
11.05.2010: Added "13.) Degradation"
27.05.2010: Updated 10.) and 11.) with more information
30.05.2010: Added "Also, the Faction Leader can determine a 2nd Leader that is allowed to do FP Spendings while the FL is probably absend."
14.06.2010: Buildtablechange also available for Reward Tables now (50 FP)
12.07.2010: Changes regarding Omni Mek designs for 08.) and 09.)
User avatar
Motoko Nguyi
Site Admin
 
Posts: 2004
Joined: 09 Mar 2009, 18:09
Location: Germany


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