Hi. Unaffiliate here. Couldn't help but notice this little conversation going on, though I would put some thoughts into the ideas I could actually ((probably not)) comment on? That being the points system?
So, feel free to correct me if I am woefully misread in this, but I did some quick reading so I could at least understand how a faction works here?
A faction is a collective piece of the setting which is capable of generating a Government, Economy, Planets, and so forth. All things considered, there seems to be a hierarchy that is built here with your roles system. Player, Game Master, Co Faction Manager, Faction Manager, Setting Manager? Being a businessman, I look at this more from a business perspective,
Players just post. They make characters and participate in the various games run by the Game Masters.
Game Masters are the ones that do the detail work for the Players, similarly to a DnD campaign. They are all the non-player characters and so on. They, however, are restricted to the Faction Managers, because if they could go against the faction managers, there would be no point in having a faction manager.
Faction Managers have to make sure the faction itself isn't imploding on itself, and that the goals of the Faction are being met in the plots and in the setting submissions(?) that are being passed through your element board, hence the requirement for their approval.
Setting Managers (Just Wes I assume?) make sure all the Factions aren't blowing up the Setting as a whole.
Seems a bit like a business. A Franchise to be specific. Players are general employees, Game Masters are Store Managers, Faction Managers are Owners of a cluster of stores, and, well, Setting Manager is the actual Corporate body the owners bought the stores from.
Taking that (Almost forgot my point), the point system kinda makes sense if you fiddle with the details of the Franchise system. Being a Faction Manager would require a lot of Capital, which is what these points are, but then you also have all the levels of tech and different things and such. Makes sense. But I'm going to pose a question using myself as an example because why not.
Let's say I sat here, I logged in, I posted, and because I would like to give myself the benefit of the doubt, I didn't do anything underhanded or cheap to collect the points to build my faction (buy my stores), went through, built the faction, and everything was fine.
What's the point of the economic system now? Seems a little pointless to have a system that would just collect dust with anyone who either built the faction already or had no interest or desire to build a faction. Would just be an additional addon that would be worthless once it achieved its 3-month vetting and said "You can build a faction" so why not throw in an additional requirement to need to use these points to expand any further? Do you want a planet? That's going to cost X points. Do you want a shipyard? That's going to cost X points. Do you want a population upgrade? X points. Do you want a level of technology? X points. This way, building a faction would either require a lot of people be willing to work together because these costs would start to get real expensive, real fast or the player making the faction be on the website for months, if not years tirelessly posting and playing and interacting. Both of these things seemingly being unspoken requirements of making a faction if I am reading all this correctly.
Like, obviously there are the site rule requirements. Sites have rules, but other than having a quality wiki page and being on the website for X-period of time, it doesn't seem too intense. But there is, very obviously an unspoken rule, and while the site rules seem totally okay new players coming in and wanting to make a faction, the player base obviously has a problem with that given the many posts I saw referring "Is what we have no good enough?"
So I think the thing the staff need to look at, if I may be so bold, is what is it going to be? Are the rules going to decide, or are the players going to decide? If the rules are going to decide who has done enough to obtain and build a faction, then do that and the point buy system is clearly going to help maintain that people who have these factions have empirically done enough on the website. The players would have to lose the ability to say "Is what we have not enough" and you would have to firmly stand behind anyone who has done the website required amount to post and only go after people once they actually start abusing the power a faction has granted to them.
If the players are going to make that decision, don't advertise the ability to make your own factions. It's setting new players who may join the website because of that very thing to walk into a massive trap and immediately upset people. Which will never be good, because then you have new players backed by the rules against older players who have the clout to invalidate the rules if there is ever a problem.
My suggestion would be, if you go with a system, is to set it up to give points based on the number of characters in a post. 100 characters = 1 point or something along those lines. Then you have GM's who could clearly be your quality control there. They have to read all these posts so they can say "Hey, that post is filled with useless garbage" but then you have to define what useless garbage is. Maybe someone is just very flowery with their details. It's a hard game to balance and it'll probably never be perfect but at least there would be a system. Rules need to be clearly defined, and whenever a loophole is found that can be manipulated for or against a player trying to build a faction, it will have to be closed the moment it is found.
If anything I said here is seen as an attack, sorry. Really though, I don't know anyone here well enough to actually make any attacks? Just going based on what I am seeing happening. If I'm utterly wrong please tell me and I'll just remove myself from the conversation and let more knowledgable people when it comes to the site and the inherent politics communities have deal with this.