For meanwhile 2 years we have a conquest system running on the CF server.
You didnt know that?
Well, thats probably because we started working on CF2.0 before we actually could take a look at the frontend visualisation of it. But in the background for almost 2 years the server logged practically every player related event already.
We meanwhile dropped the idea of a frontend tool and decided to integrate the conquest system as a mechanic of the clan base construction. Infact other developments introduced with CF2.0 allow us to be more flexible about ingame content.
(note: some of the further explanations are based on ideas which still have to be coded -> details might change)
So where to start?
Probably right at the beginning of renting a clan system.
With renting a clan system the clan leader gets the right to do settings for the clan system.
He can create messages that are shown to every player which enters that clan system.
(greetings, basic rules, etc)
Next to that does the clan leader have the option to create a clan base where ever he wants in that system (he probably shouldnt do that in a mine fields or next to a sun).
That clan leader also can do basic settings for the new base such as who is allowed to dock.
The idea of clan bases are not new actually, its a feature used in a different mod already but we decided to take a different approach on this topic.
Infact we decided to build modular bases which show the construction progress by far much better.
So the first what is created is the stations core, a module that contains a hangar bay/deck and allows access to a commodity trader. (nothing else will be available on the base at this point)
That commodity trader is important as it will allow you to get hands on a special commodity which you can buy only on clan bases and which is used for the conquest system.
So with other words, the construction of a clan base allows the clan to take part in the conquest.
At this point id like to make a cut and leave the clan base topic in order to explain how the conquest system works.
As already said, the clan members are able to dock the core module and buy a special commodity on their clan base.
That commodity can be sold on other stations.
So now lets assume clan A is shipping 1000 units of that commodity to a nearby system and sell it there.
Then the Conquest system would recognize that this clan has supported this system with important deliveries (1000 units).
Now clan B would ship 2000 units of that commodity to the same system. The conquest system could recognize that Clan B has supported that system with 2000 units.
The clan which supported that system more than all other clans would become "governor" of that system for a specific time.
Such ownership of supported systems can switch if suddenly other clans deliver higher amounts of that commodity to that system and if the support stops then also the times of "government" will end for the clan.
At this point i think its important to mention that clan system rules apply only for the initial clan system, not for the new territories.
However, a player entering such a system will be notified about the current system owner.
So whats the point in getting control over new territories?
Well, Clan earn for every system they own a regular amount of "support marks"/score. This score is needed to unlock clan base upgrades.
The higher the clans support for other systems the faster they can make progress with the upgrade of their own clan base.
However, thats only half of the story because so far I only mentioned the support of nearby systems.
To deliver a few goods to a system close to your own is easy... but it gets more interesting when the clan decides to support system that are far away.
The more jumps are between your own clan system and the system you want to support the higher will be the rewarded score.
Which means that at some point its worth to support systems far away... travel large distances... and form escorts for the fact that it very likely becomes a valid method to disturb the deliveries of other clans.
The conquest system has big conflict potential if clans decide to play that way. It can work perfectly with the normal roleplay but players also could decide to create conflicts out of roleplay if it serves the clan and if the are willing to risk wars.
Clans could form allies if they wish and secure large territories together, they also could try to do everything alone or even sneak into other clans territory when they dont notice it.
There are countless of options, none of them is wrong or right.
Ok so back to the bases again...
If one clan got a high enough score on the conquest system he gets the chance to do a station upgrade.
The requirements for upgrades are raising the the level of the clan base.
At all times a specific score on the conquest system is needed plus a good amount of other commodities (such as alloys, optronics, construction machinery, etc.) to construc a new module for the clan base.
Based on our current layout the 1st module you can add to the station is a ring-shaped one with a bunch of windows that gets attached right below the station core. This module will unlock the stations bar.
Infact what you dock a station with that module the bar can be accessed then.
Following modules can unlock the equipment dealer, the ship dealer, but also upgrades like shield arrays, armor upgrades, defence platforms, better defence turrets, a 2nd docking area for capital ships, power relays, storage units, different ships/equipment/commodities, etc.
We currently have 17 different modules, some of the functions for them are already working... others still require some coding work to do.
But just about that we intend everything to work.
Can clan bases be attacked?
Well, i guess we wouldnt build defences if that is not possible.
I personally would try to build a clan base close to a tradelane but not right next to a jumpgate.