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faction war

Started by Nobody3 [133645] on in Questions & Answers.

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Nobody3 [133645]

So, i may jsut be stupid or something, but i cant figure out how to war on a faction. can anyone help? Torn Wiki said i can war any faction from the other faction info page, but there seems to be no declare war button...any help?
McDallas [14757]

[image: i.gyazo.com]

The future of faction warfare


I guess the time has come to disclose our initial plans for the future of faction warfare. Each warring system is being built to be as intuitive, scalable and adjustable as possible - this is because we are open minded as to where we'll eventually end up. Everything depends on how the players and factions utilize the tools made available to them, and in turn, their actions will determine the directions we take.

Everyone in Torn has different opinions about content and different things they enjoy doing. Eventually, these warring systems are intended to fill the entire spectrum - if one type of warring isn't for you and your faction, there should be at least one other type that is, one that your faction can dive into head first.

Please note, these details are just the initial designs and are subject to change. I've tried to include as much basic information as possible, please excuse me if I've missed anything, or if any questions are left unanswered.

Chaining 2.0


Since the release of faction territories and upgrade trees, faction warring has increased dramatically. On the current (old) system, factions require their warbase to be filled with 'filler' factions in addition to the faction they're warring to meet their chaining targets: resulting in many mid-lower tier factions being confined to the hospital for the duration of these wars. The planned update to chaining seeks to change things dramatically. Chaining will no longer be just a warring tool for faction wars; chaining will itself become its own feature.

Your faction's chain will increase when any member makes an attack against ANYONE. They don't have to be in a faction, and you don't have to hospitalize or even be involved in a war. Any successful attack will increase the chain. Furthermore, chains will only be limited by your faction's chaining upgrade - there's no major incentive to stop at 100.

All attacks made, even outside of chains, will increase your faction's respect - a figure which will be multiplied by many different modifiers. As an example of said modifiers we're currently working with: Initial value set based on victim level, Fair fight bonus (up to x3.0 by attacking someone closely matched to you), Retaliation (x1.5), Group attack (x1.25 per additional attacker), Overseas (x1.25), Territory war knock off (x2), Ranked war hit (x2), General chain increase (Up to x2.5) and Scaling chain bonuses at 13 intervals. All modifiers stack with each other and will be shown as a percentage for each attack within the faction news.

If you attack anyone who happens to be in a faction, war or not, their faction will lose some respect. Currently, we're looking at deducting around 1/10th of the respect you gain from your opponent's faction.

However, one new addition may be a chain cooldown. Once a chain is broken, it will not instantly reset, but instead decrease over time, one by one. A new chain cannot be started until the initial one has fully cooled down. During the cooldown, factions will still receive the general respect bonus for the chain at its current level as it decreases. It is expected that the chain cooldown will be fairly quick, at least initially, comprising of only 10 seconds per chain increment, for example. Chaining is awesome, but it's possible that too much of it non-stop can ruin the game for others. This cooldown system is a tool we can utilize if we ever need to ease the pressure. It's unlikely, but we don't want to fall into the same trap as we did in the very early years of faction warfare, almost a decade ago.

Once a chain is broken, a full chain report will be available - much like the ones provided after a territorial war.

The current warring system will most likely be removed as the new chaining system is released, as this will enable us to totally remove the old warring system to prepare the way for three new ones.

Please note, it's still fairly early, so some of this is almost certainly going to be different in the final version.

Destructive warring


The current (old) warring system has served us well for years now. But, with the introduction of the new Chaining system, Territories, and other ways for factions to earn respect outside of regular warring, it's time to debut Destructive Warring: a way for factions to DECREASE another faction's respect - and yes, even destroy them in extreme cases.

When a Destructive War is started against another faction, both factions can begin to damage each other's respect with every hit they make. These wars have no end time, no bar to reach 100%, and no option to surrender - only the faction in the lead can end the war if and when they wish.

We don't expect these wars to be common since there is nothing to gain for the attacker on paper, but when they do happen, it'll usually be for a pretty serious reason. The main incentive behind this system will be the potential for threat, risk, anger and sorrow. The stories that'll come out of it, the unique interactions, the ability to do harm, but also to unite and persevere. The formation of alliances, cold and warm-hearted factions, feared factions, admired factions, courageous protectorate factions.

Total faction destruction is possible but will be very rare. The actual damage this form of warring can achieve is limited, especially with the Defender gaining passive respect from Territories, etc. and it always being at a substantial cost to the Aggressor. We have worked hard to find a balance for its strength and will monitor its release very closely. Really, they will most likely be more of a nuisance / frustration to the Defender - perhaps knocking out a few upgrades, rather than big factions pursuing the arduous potentially multi-year campaign of total destruction. It is also worth noting that a faction may only start one of these wars at a time, with new declarations prevented until the previous one has ended.

Results of discussions within the committee clearly show this is something that different players will either love or hate, and there are already strong opinions on both sides. I personally feel this hardcore element needs to exist in some way or another.

All wars, upon ending, will provide full 'war reports' just as territorial wars currently do.

Competitive warring 2.0


In stark contrast to destructive warring, ranked warring WILL provide respect - and lots of it for those who take it seriously! This is pure competitive warring at its finest, and, I believe, what everyone has been yearning for.

The current (old) ranked warring system didn't really go as I expected. It kind of worked, but there wasn't really any advantage to being in a higher rank other than to make your faction look a bit more elite. While some factions do compete and enjoy high ranks, most don't really care, and instead just focus on their respect. This whole 'number rank' thing is going in the bin, to be replaced by something totally different.

There will be around 5-7 faction tiers, on a similar scale to bronze, silver, gold and diamond. All factions will be initially assigned to a lower/mid level tier based on the information we have available, after which they can then begin progressing as they win competitive wars against those in the same tier with (hopefully) a similar amount of members. It will take several wins to increase a faction's tier.

I expect your faction's current tier will exist as a large emblem with several stages showing beneath it. If you win a war you will increase by a single stage, if you lose, you will decrease. By winning multiple ranked wars in a row, you will increase stages quicker, thus earning your next tier quicker too. Competitive wars will all be about participation and winning, with the vast majority of respect credited when the war is concluded. The amount of respect received depends on your tier - if you're in a higher tier, your faction will receive more respect per win.

The current plan is for one war to be arranged per week on average for every faction who wants to participate. Once you are matched with a similar faction, you can decide to accept or decline. Both factions will need to accept to trigger the war. If you decline, you will not receive a new war for a number of days and your tier stage may be reduced. If you accept, but the other faction declines, you may gain a little towards your next tier and be matched with another faction as soon as possible. If you achieve a higher tier, and decide to no longer participate in competitive warring for a long period of time, your tier will slowly begin to degrade.

If both factions agree to the war, a countdown timer is started, after which the war begins. The amount of respect and tier progress you receive depends on your current tier, how much your faction participated, how evenly matched the two factions were, and whether you won or lost.

Accepting member applications will be disabled after being matched up with another faction and for the duration of the war.

Competitive war style / gameplay will probably be similar to how the current (old) wars work (respect gained vs respect gained), but will now utilize the new chaining system.

The next warring system to tackle will be termed warring, which is a whole other ball park! Termed warring will allow factions to mutually agree to a set of customised terms that will be locked into place once both sides accept. Terms could include the following: specified start time, durations, locked rosters, weapon restrictions, a wager of money, etc.