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Author Topic: LCS factions - mechanics discussion  (Read 2719 times)

ed boy

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LCS factions - mechanics discussion
« on: May 01, 2013, 03:06:09 pm »

This thread is intended to be a mechanics-heavy discussion of possible ways to implement complex faction system into LCS.

First, I shall note what I hope to achieve with the faction system:
Spoiler: goals (click to show/hide)

I would suggest that the following features would also be important:
Spoiler: features (click to show/hide)

Therefore, I would provisionally suggest that the implementation would be as such:
Spoiler: implementation (click to show/hide)

There are a couple features lacking from the above, though, and input is appreciated:
Spoiler: problems (click to show/hide)
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KA101

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Re: LCS factions - mechanics discussion
« Reply #1 on: May 03, 2013, 10:43:26 pm »

That's a lot of text there.

I like the ideas for overhauling the CCS, and suggested that they be given Liberal Guardian-locating powers in similar fashion to the Firemen, so they could at least target the single biggest threat to their success.

Biggest problem I see here is the lack of Liberal factions.  Most all those you listed are already in the game in one way or another, and with the exception of the LCS and hypothetical MCS, all tend to be Conservative.

I'm fond of the Little/MetalSlimeHunt gangs, personally: they don't necessarily affect politics, but still give the LCS a workout and keep life interesting.  It helps to have opposition that you might not want to shoot, too.
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MetalSlimeHunt

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Re: LCS factions - mechanics discussion
« Reply #2 on: May 03, 2013, 10:52:03 pm »

There really does not need to be an MCS. I continue to back JSF's interpretation of the Extreme Moderates as being a group, likely military based, that would attempt to stifle all political activity in order to halt the LCS-CCS conflict and the radical political changes it is bringing to America.

Real life nations rarely undergo radical change without conflict, and the Extreme Moderates reflect that.
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #3 on: May 05, 2013, 08:23:24 am »

That's a lot of text there.

I like the ideas for overhauling the CCS, and suggested that they be given Liberal Guardian-locating powers in similar fashion to the Firemen, so they could at least target the single biggest threat to their success.

Biggest problem I see here is the lack of Liberal factions.  Most all those you listed are already in the game in one way or another, and with the exception of the LCS and hypothetical MCS, all tend to be Conservative.

I'm fond of the Little/MetalSlimeHunt gangs, personally: they don't necessarily affect politics, but still give the LCS a workout and keep life interesting.  It helps to have opposition that you might not want to shoot, too.
There are benefits to having multiple conservative factions, though, as you can make them care about different issues more or less. For example, a megacorporation wouldn't care about flag burning or military spending, but as soon as you try to touch their labour laws or pollution laws, they start working against you. You can also have a faction that has mixed liberal and conservative views - there are currently comments in the game source code that make reference to a stalinist crime squad.

There is another benefit to having multiple factions, in that it can make police action appropriate. For example, if you vandalize the local park it'll go the to police and the army won't care, but if you try to start a meltdown and become a terrorist, that goes over your local bobby and straight to the big guns.

Have factions that oppose you but you don't want to shoot is easily manageable in this model. Suppose one of the megacorporations is extremely powerful, and will send hordes of mercenaries at you if you try to mess up its labour laws. You oppose them, but you're not going to shoot them until you're more powerful. Alternatively, at the start of the game the MCS (be it moderate crime squad or mixed crime squad) would share goals with the LCS. Working with them at the start means that one can have the initial progress easier, but as the game progresses and the country starts being more liberal, they too will become your enemies.

There really does not need to be an MCS. I continue to back JSF's interpretation of the Extreme Moderates as being a group, likely military based, that would attempt to stifle all political activity in order to halt the LCS-CCS conflict and the radical political changes it is bringing to America.

Real life nations rarely undergo radical change without conflict, and the Extreme Moderates reflect that.
The MCS would serve primarily as a difficulty smoothing mechanism - currently, difficulty in a LCS game is very frontloaded, as the beginning of the game has the most people opposing you, the people opposing you the best equipped to oppose you, and the longest way to go before liberalism is achieved.

The MCS as you described it could be implemented in the above system, as a faction that has really high heat for any political actions but doesn't care about any individual area of law.

The MCS also has the advantage of having great slogan opportunity.
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FugitiveUnknown

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Re: LCS factions - mechanics discussion
« Reply #4 on: May 05, 2013, 05:59:17 pm »

I like the idea of split CCS factions that get more active as the country goes increasingly liberal.

Church groups, mega corporations, military industrial complex members, you've got some neat options here that could be implemented.

If you do this though, it should be included with some methods of speeding the late game up a bit if the player steamrolls everything, and some targeted actions that can reduce the influence of those groups. 
« Last Edit: May 05, 2013, 06:01:18 pm by FugitiveUnknown »
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #5 on: May 05, 2013, 08:53:45 pm »

I like the idea of split CCS factions that get more active as the country goes increasingly liberal.

Church groups, mega corporations, military industrial complex members, you've got some neat options here that could be implemented.

If you do this though, it should be included with some methods of speeding the late game up a bit if the player steamrolls everything, and some targeted actions that can reduce the influence of those groups. 
There would be a pretty simple targeted action to reduce the influence of a group - just send a raiding party to one of their sites. Not only would that directly reduce their power, but since you're pissing them off it makes their next action more likely to be against you instead of trying to affect an issue.

The biggest problem with programming a faction system is programming how a squad not under player control would act. I'm assuming that one would want the other factions like the CCS to behave in a similar manner to the LCS - the features that I listed in the features spoiler were to try and achieve this. However, the number of ways in which the LCS can be played are enormous, and are extremely varied, so coming up with a 'standard' course of action for a faction to model is going to be extremely hard.

If a model is indeed developed, then it could also come greatly in handy with a large-scale LCS system - I find it hard enough managing twenty liberals, and someone recently posted in another thread that they have 163 in their current game. If the ability for the game to decide reasonably well what to do with an activist is implemented, then one can turn over LCS members to game control, and large scale games will be a possibility.

The model I proposed above uses a very simple method of measuring how strong a faction is - a single value. A stronger alternative implementation would be to allocate to each faction an array that details how many of each creature they have, or even keeps track of each individual faction creature, but I decided that that would likely cause problems with bloat, and it would be a lot better to start (if not finish) with a single-variable measure of power.
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Markus

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Re: LCS factions - mechanics discussion
« Reply #6 on: May 07, 2013, 04:05:57 pm »

I find it surprising that something I had been thinking about over the past few months now appears on the forums - if far more. . . articulated than I could ever hope to express it.
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #7 on: May 07, 2013, 07:53:29 pm »

A arises of whether the other factions should be able to raid locations the LCS has no access to. I'm tempted to say no (or at least not until there are a lot more sites covering lots of issues).

There is another matter that a lot of actions that the LCS has access to use the Heart stat. It would make sense for the CCS to use Wisdom in its place, but what about a MCS? My instinct would be either Heart, Wisdom, or the average of the two, depending on whether the creature is Liberal, Conservative, or Moderate.

All feedback is appreciated.
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Markus

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Re: LCS factions - mechanics discussion
« Reply #8 on: May 07, 2013, 08:19:12 pm »

MCS. . .

I used to be hesitant towards the idea of a Moderate Crime Squad, but after some above comments, I think they may be workable. . . assuming we remember that they should avoid simply being a "Moderate" Liberal Crime Squad.

The Extreme Moderates are like music to my ears in regards to that concept. They could serve to push the Pendulum of power towards the middle.

Not every crime squad has to have the same exact pattern-certain squads may have preferences or specialties. For instance, the Extreme Moderates may lower activity when more laws become Moderate, allowing the LCS and CCS to destroy themselves and allow them to return to fight a weakened opponent, though that comes to me because when I think Moderate I also think pragmatic.

Not all squads have to appear on sights often-minor squads may be against actual violence, and will only appear to the play through newspapers and the occasional field-propagandist. In fact, we could utilize some more diverse Professions to help draw lines between the policies more easily.
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #9 on: May 07, 2013, 10:08:21 pm »

Not all squads have to appear on sights often-minor squads may be against actual violence, and will only appear to the play through newspapers and the occasional field-propagandist. In fact, we could utilize some more diverse Professions to help draw lines between the policies more easily.
The problem is that it is a lot harder under the model in the original post to consider non-raid actions. The power of a faction would be abstracted as a single number. Activities like writing to the newspaper are a lot harder to model when you don't know how many there are actually working for the crime squad.

Another issues that would arise is shifting public opinion after an action. Currently, when the LCS successfully performs an action to change public opinion, public opinion shifts towards the L+ end of the spectrum, and when they fail it shifts to the C+ end. It would be pretty intuitive for a CCS action to make things more conservative on success and more liberal on failure, but what about other stances? What if a fairly liber crime squad wants free speech at L, it is at L, and they raid a site that has free speech as an issue? This can certainly happen, as a site can have more than one issue associated with it, and it could be that the faction wants to make one issue more conservative and another more liberal.

EDIT: There's also the potential problem of overshooting. Suppose a faction wants an issue at C, and it's currently at C+. They keep performing lots of actions to liberalize public opinion, but it takes so long for the law to change to reflect this, so they end up putting public opinion into M or even L. This would probably mean that the other factions would have to use public opinion instead of law state as an indicator of what they want to do.
« Last Edit: May 08, 2013, 02:13:41 pm by ed boy »
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Markus

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Re: LCS factions - mechanics discussion
« Reply #10 on: May 08, 2013, 03:58:25 pm »

Ah, right. You'll have to excuse me for only looking at the concept, and not how you wanted to execute it. I wasn't thinking about "Faction Power" as an abstraction, I was thinking on a different system. You also raise several good points-in my excitement I had forgotten that it is Opinion that determines Laws, not the other way around.
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #11 on: May 09, 2013, 02:37:33 am »

I just realized another potential problem - how would one find safehouses? Currently, if one wants to find a CCS safehouse one has to find a CCS member in a public location, then either kidnap or recruit them to get location details of the safehouse, but with more complex faction mechanics that might not work so well.
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Markus

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Re: LCS factions - mechanics discussion
« Reply #12 on: May 09, 2013, 04:29:45 pm »

Perhaps having multiple cities would afford an easier time having enough safe houses for major groups. Minor squads, however, are another thing entirely.



Now, about "Power." A choice like that, by itself, is a bit abstract, correct? Some of my most successful and "powerful" LCS runs have been without any violence whatsoever. In fact, there was barely any use of the liberal guardian either-I simply made a sleeper network that was big enough to populate the state of New Jersey.

What I'm getting at is this: Could we sub-divide power into other factors? A hippie squad may have few weapons, certainly, but they may also have many members and a big "Brownie" ring that draws in tons of money.

The most basic idea I would propose (and mainly to get the ball rolling) is

People: An estimation (or exact number if you have good sleepers) of the number of members in this organization. The most basic factor in an equation for power.

Equipment (Combat): An estimation of the combat equipment at this groups disposal. A "multiplier" for the power of individual personnel. May in turn be helped by the general combat skill of professions employed.

Equipment (Propaganda): An estimation of the means this squad has to influence opinion through non-violent actions, including a newspaper of their own, public lectures (Wisdom based squads), Murals/grafiti (Hear based squads), and connections to public news casts such as AM, FM, TV, etc.   Affected by the general professions.

Professions: A general list of the known professions which are employed by this squad. Determine if a squad can use it's means effectively-I.E. a conservative squad that only involves country goes will not be successful at writing news or giving lectures, but if some of their ranks include telemarketers their connections may still enable them to influence the public opinion without having to go on rampages raids.

Funds: Monetary resources of the squad. May be used to bring up equipment scores. With sleepers, the means a squad has of income may be revealed as well-shut down a site where embezzlement is being performed and you may cut down your enemies ability to grow.

And. . . and. . . I've lost my train of thought. There was more, but I can't think at the moment. Bold is the main point of a item.
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ed boy

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Re: LCS factions - mechanics discussion
« Reply #13 on: May 09, 2013, 08:37:14 pm »

I also have a more complex system that handles different types of faction strength.

Spoiler: implementation (click to show/hide)

That model still lacks the following, though:
-Sneak attacks. The attacks themselves could be modelled by having a single attacking squad, attacking random defending squads. If the defending squad is easy pickings, they'll attack and if not they'll have to pass a disguise check to go undetected. However, I don't know how modelling this against the player (most players wouldn't want a "your leader has been randomly killed message" ending their game), and I don't know what the criteria for launching an attack should be.
-Sleepers. I wouldn't know how to model where the other squads would try to find sleepers, or how many they should have.
« Last Edit: May 12, 2013, 05:35:43 am by ed boy »
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