WebGuyDan wrote:
We've also wanted to come up with new ways to both generate and consume Political Favor.
viewtopic.php?f=6&t=13217&p=115711Now, the thread linked is also a great idea, which I do believe was adapted into the UST.
Now, onto my idea.
Political Favor and Exotic matter both have next to no trade value, due to a lack of uses. EM goes into the base, meaning that you get maybe 1 or 2 buy requests here and there, but mostly you end up with alot of people with a surplus of exotic matter.
Now, Dan mentioned up there ^ that he wanted to bring Political Favour more into the equation by adding more means of generating and using it.
So, to generate it:
Matched NPC - Stryll Transport
Description: The Stryll use Transports to transfer political prisoners from prisons to interrogation centres, however, they are not accustomed to making a return journey.
Uncommon, with high stats, probably akin to Stryll Assassins.
Drops: 95% 1 Political Favour
5% Rescued Prisoner
OR
Repeatable Mission - Schmoozing the high counsel
Description: Running errands may not seem like the most glamorous of tasks, but it is a vital one in order to generate political favour.
Reward Per Completion: 5 political favour
Now, onto using them.
Political Favour could have a use under "Special Operations". These would be a variety of missions, for which you can pay a varying amount of Political Favour in order to enhance your success rate of the operation. These operations would have a range of uses. All would have a shared cool-down.
Spy on Faction:
Send spies to spy on NPC factions.
Success effect: Locates an elite NPC of the faction specified.
Failure effect: Common NPCs of that faction have a 50% attack and defence buff. (Who's up for spying on the Crimson Blades...?)
Spy on Player:
Send spies to spy on an enemy player.
Success effect: Allows you to know whether a player is online, and acts as a real-time Resource probe. Duration is effected by how much Political Favour you pay. Assuming you succeed, they will not be alerted.
Failure effect: You get put into enemy logs. Should have paid those spies more not to talk...
Spy on Legion:
Send spies to hunt around an enemy base.
Success effect: Reveals the stats of the enemy's base, and has a small chance of revealing what planets are alerted.
Failure effect: You're put into the logs of ALL players from the legion.
Hire mercenary fighter:
Pay political favour to hire a mercenary fighter for a duration set by the political favour amount. This fighter would have stats generated randomly.
Sabotage Enemy Systems:
Success effect: Randomly break 3 modules of a player who has attacked you in the past 24 hours. Success chance doubled if "Saboteur" profession.
Failure effect: Loss of crew. Placed in enemy player's logs.
Sabotage Enemy Base:
Send saboteurs to break modules installed on a base you have locked. Has a legion-wide cooldown.
Success: Break standard 3 modules at random.
Failure: Placed into the logs of all enemy legion. Base is placed on "high alert" which will increase attack by 20% for the remainder of the battle.
Infiltrate Enemy Base:
Send undercover operatives to steal funds from an enemy installation.
Success: Loot 1% of the base funds from within a base, capped at 500mil*BaseLevel
Failure: Placed into log of all enemy legion
Feel free to suggest more.