Player Power
The per-player scalar that accrues with time online and is lost on death, and which sums into a faction's strength.
Every player has a power score. It is the atom that Faction Power is built from, and the mechanism by which player activity turns into territorial control.
The dials
The defaults in config.yml describe the intended rhythm:
| Setting | Default | Meaning |
|---|---|---|
initialPower |
5 | Where a new player starts |
maxPower |
20 | Individual ceiling |
minPower |
-5 | Individual floor — power can go negative |
hoursToReachMaxPower |
12 | Time from zero to ceiling |
hoursToReachMinPower |
72 | Time from zero to floor |
powerLostOnDeath |
1 | Deducted when you die |
powerGainedOnKill |
1 | Awarded to the killer |
The asymmetry between the two "hours to reach" values is the design statement: climbing takes 12 hours, falling takes 72. Power is easier to build than to lose, which keeps a faction from evaporating over a quiet week.
Negative power
The floor is below zero. A player who has died repeatedly does not merely stop contributing to their faction — they subtract from it, dragging the faction below its Demesne Limit and exposing its claims. This is what makes sustained warfare bite: killing the same defender repeatedly is territorially meaningful, not just cosmetic.
Power at logout
The record stores powerAtLogout separately from power. The two fields let the plugin reconstruct what a player's power should be when they return, rather than requiring a background task that ticks every offline player. It is the same trick as computing Faction Power on read: store the inputs, derive the value.
Related
The player record also carries isBypassEnabled (an operator override for land protection) and the player's Faction chat channel — both incidental to power, but stored on the same row.