MEKWARS: LEGENDS



YOUR FACTION
Choosing which faction you will fight for will probably be one of the most important choices you make during the campaign. Each of the nine main factions is represented by players who have choosen to defect to it. Together these players form a team that lends each other advice and makes strategic decisions together. The strategic decisions they make (the rules of which are outlined in the Strat Ops section of this site) can have important and lasting influence on the campaign and can help turn an unsuccessful campaign into a succussful one.

Each faction is assigned a staff member to be the "Faction Moderator" for that particular faction. The Faction Moderator's job is to assist setting up members of that faction, help with questions and implement the strategic actions that the faction takes using the Strat Ops. Faction Moderators oftentimes wind up being the de facto "faction leader", however this is not always the case. In fact members of a faction are required to make their decisions by votes, though members not interested in voting on Strat Ops may simply abstain.

Also many factions are larger bodies of politically independent sub-factions. When choosing a faction players must also inform the staff which sub-faction they will be playing for, upon which they will be assigned to that sub-faction. The sub-faction you choose oftentimes has a major influence on what equipment your unit is outfitted with as well as how many and what quality of pilots you may have. Sub-factions come in three general categories:
  • Hosted Sub-Factions are  generally smaller sub-factions representing very minor political entities. Hosted Sub-Factions may not be affected by friendly strategic actions such as building new factories or unlocking research, though they may have designs unlocked for them. Example: Clan Wolf-in-Exile and Clans Nova Cat, hosted by Lyran Alliance and Draconis Combine, respectively.
  • Allied Sub-Factions are each full members of the faction and may be affected by any friendly strategic actions, sharing technology research among other things. New factories built by a faction may be assigned to any of the faction's allied sub-factions. Example: The CCAF, TDF and MAF of the Trinity Alliance.
  • Main Sub-Factions are dominant political/military entity of the faction they are in. They have the full range of strategic options available to them. Example: The AFFS a.k.a. the Armed Forces of The Federated Suns.
The current playable sub-factions for each faction can be found on the faction pages which are easily accessible through the menu on the Home Page. The playable sub-factions are also listed below by category.


The following rules also apply to all factions

Conduct in Faction - The reality is that a faction and its sub-factions may be filled with a variety of players that share a common goal for the campaign. While in an ideal world everyone would get along with everyone else, this obviously does not always happen. However, regardless of how members of a faction feel about each other a certain level of civility is expected to be maintained. Players are expected to follow the server Code of Conduct and refrain from harassing other players over losses, votes on Strat Ops and anything else in the day-to-day activity of a faction. Giving your opinion on an army or tactic ("That army sucks") when asked for advice is NOT harassment. Telling a faction mate they "are bad and should uninstall the game" IS harassment and the moderators of a faction will issue warnings and bans over such behavior. Additionally players are not to post content of the faction mail tab or faction forums to main or private mail tabs or general forums.

Changing Faction or Sub-Faction - Players are strongly encouraged to choose a faction and stick with it for the entire campaign through a factions inevitable high and low points. This is a very rewarding experience and good friendships often foster among faction members over a long campaign. Occasionally bad ones develop as well, prompting a player to desire to find a new faction. Players are encouraged to give this decision a good deal of thought. If a player has come to the eventual conclusion that a change in faction is necessary they must abide by the following protocols
  • A player may only change factions or sub-factions once every three (3) months during the campaign.
  • A player may only belong to a total of two (2) factions during the campaign.
  • A player must contact an admin and get approval from said admin before changing factions
  • A player forfeits all units, pilots, and points of any kind when changing factions or sub-factions. Ranking and xp stay the same.
  • A player may not change to a faction where three or more current players in that faction have the player on "No-Play"
  • A player attempting to circumvent these rules will be banned from the campaign for three (3) months.