Gaia identify/tag game

General idea :
On a weekly basis, players compete in a two factions game in order the be the higher on the leaderboard at the end of the week. It can be seen as a test that the Gaia organization gives to its member, while rewarding the best of them (reward remains to be defined).

The goal for a player, each day, is to identify members of the other faction and tag them as so. He has, every day, a limited number of identify and tag points that he can use for that purpose.

If he wants to be able to optimize every day the identify/tag actions he can use, it will not be enough to just identify some players of the opposite factions and tag them. He will have to exchange information with other players and decide to trust them or not.

Process of a session :

 * A new session starts every week, at a given &amp; fixed hour.
 * All users who want to play are split randomly into two factions. The two factions can correspond to 2 departments who will compete during the week.
 * The mechanics for the player consists of 4 concepts : 'tag', 'identify', 'contract' and follow-up of the status of the weekly session. The tag, identify, and contract actions could be displayed each through a specific mission, see below. There could also be a specific page that displays the status of the weekly session, number of players of each faction and number of successful tags on each side, + leaderboards of the previous weeks.
 * Each day, a new daily session starts, that lasts 24h.
 * During these 24 hours, each player has 5 tag points and 3 identification points that he can spend
 * identification : 100% chances of success, gives the player the name of a member of the opposite faction. Use the identify mission interface, and answer yes to the question of identifying someone. It will give the name of a player of the other faction who hasn't been tagged yet and show the remaining number of identify points for the day.
 * tag : 75% chances of success. If the player tags a player of the opposite faction, he wins points. If he tags a player from his own faction, nothing happens. Use the tag mission interface, and go the homepage of the player you want to tag. Ask to tag in the mission chat - It will give the result and show the remaining number of tag points for the day.
 * when a player is tagged by a member of the opposite faction : he appears as tagged to all other players on his homepage, and therefore he cannot be tagged anymore until the end of the week session. But he can still use his identification and tag points, there is no impact on that side.
 * Points :
 * At the end of the weekly session, a leaderboard will rank the players the following way :
 * A player earns 15 points if his faction has tagged more members of the opposite faction than the number of players of his own faction who have been tagged
 * A player earns 1 point for each player of the other faction that he has tagged. Nothing happens if he tries to tag a player of his own faction, except that he lost one tag for no result.
 * The number of points of the player is the sum of his faction points (15 or 0) and his individual points.
 * Exchange of information and contracts between players :
 * Because of the mechanisms of the tag/identify, each day for a player there are two possible situations :
 * the player was lucky with the tag action (for instance he identified three members of the opposite faction and was able to tag the three of them with three tag points), therefore he has some spare tag points for the day.
 * The player was unlucky with the tag, therefore he has some information about players of the opposite faction that he can't use by tagging them because he already used all his tag points.
 * This pushes for an exchange of information between players who have spare tag points and players who have information about members of the other faction. This information will be exchanged if both groups have an interest to do so. This could happen the following way:
 * There is a mission called exchange, that lets the player pass a contract with another player. If a player activates the mission, he's offered to say in what situation he is (asking for information or giving information). If he wants to give information, he just needs to say so and he's automatically added to the list of players who share information. If he wants some information, he will be given the name of the player who is sharing and the name of the target. By accepting it on the chat, he seals the deal with the other player.
 * Then, once the contract is passed, if the player who has the spare tag points manages to tag the player of the other faction whose name he was given, 0.5 point is given to each of the two players.

Elements to be added to Gaia (frontend only) :

 * 3 missions : tag, identify, and exchange
 * ability to make choices and validate actions by typing specific chain of characters in the chat
 * A page that displays displays the status of the weekly session, number of players of each faction and number of successful tags on each side, + leaderboards of the previous weeks.

Gameplay elements that remain to be tackled :

 * This is a basic mechanism for multi, as a foundation. But it's still incomplete because it doesn't involve treason, bluff, etc. The interest of the player is just to mximize the number of exchange per day, not to play with information. We need to decide if this is enough to start with or if it's still too mechanical and we need to add some mechanism.