We'll all just have to wait and see what's next.
... good? The BGS was never wholly and solely the reason people were meant to play (or just happened to be what was appealing)
As someone whose group got a PMF in the early days... factions were never about empire building. Owing to that fact is exactly why we got PP in the first place.
Unfortunately, FD back then, as seems to be leaning towards the case now, didn't really "get it" with their PP implementation.
I mean, I'll wait to see what comes... but I'm not holding my breath yet.
Yes, FD did acknowledge how people used the BGS more over time, but they've always been quite explicit about the core intent of the BGS. I'd need to dig out the last video we got on the BGS (was just before the last major overhaul of it), and while it was the most explicitly they ever acknowledged it, they still presented the BGS as "the malleable environment".Hard disagree there. That's how the BGS was when it was added to the game. But since those many years it got many dedicated major updates, patches and fixes, turning it into a legitimate game play loop for hundred sof players in the game. BGS works far better as a gameplay mechanic than PP 1.0 ever did.
I have already heard from a few BGS playing friends of mine that they will basically stop BGSing to see how the PP 2.0 fallout looks like. As one guy put it: "Have you seen PP2 on stream? Whats the point of BGSing when everything falls apart in summer?"
But we will have to see.
I'm hoping PP V2 brings back the BGS violence, frankly. The BGS when I left it seems to want to package up 'bad' actions rather than allow players to do what they want.
- BGS 2.1(?) managed to completely break antagonistic gameplay, as negative states like Bust, Famine, Outbreak, Civil unrest and Lockdown became virtually non-existent due to those
I think it could be relatively straightforward if highly unpopular: just change the mechanic so that every negative effect and mission type which currently targets Criminal factions instead targets system controllers.At a stab, it would take major effort to re-engineer the BGS in a way that allowed a sane way for players to surface their own factions in the game.
[A lot of good points by Jmanis snipped for brevity]
sigh[1]My personal opinion is that the BGS already works in a solid and good way, and is one of the few core mechanics that Eoffers that are proper and balanced. Mining being the other one. BGS offers far more longevity and player interaction with the game than any other mechanic, and fits neatly into their "personal narrative" and "blace your own trail" philosphy in the game. On the other hand you have PP, which is in a stand-still between two larger powers, with some minor powers just being there because it would upset five people in a random discord if they were removed from the game. It should be PP 1.0 that should be dragged behind the barn, and replaced by minor faction powers - and preferably hundreds of them - that can rise and fall depending on player support. But that's my opinion, and I am well aware that I am in the minority with this.
But instead of looking at the BGS crowd and PP crowd and make sure the two can happily coexist, they seem to be going to bet their money on the PP crowd instead. Perhaps hoping that the BGS people either weather through, or give up and join the PP crowd instead. They can of course go that route, and it seems - according to the live stream - that indeed they are. And perhaps from a financial stand point, or from a game longevity standpoint, it makes the most sense to FDev.
Let me play the devils advocate for a moment:
The PP crowd is already here, established, and entrenched and it can absorb new players. With plot armour to the powers, they are not going anywhere, meaning regardless when you join the game you always have some figureheads to support. No matter if PP is in a state of absolute stalemate.
The BGS crowd has it a ton harder: BGS has no "fixed" communities as minor powers are fleeting, so its harder to find a point of entry. If you wish to start your own, you will soon find that all "good" systems are already occupied. PMF applications are disabled. And if you do make some system your home chances are incredibly high that a larger squadron will just flatten you outright. And if another larger PMF won't flatten you, then the PP hoardes will if you dare to chose the wrong faction type. And if you do survive, and even thrive, BGS rules are incredibly eldritch and arcane, that it takes a discord community of 10 hardcore BGSers to decipher its rules. BGS is not compatible with the people they seem to be fishing for, that just "looking to support some power in a 20 mins game session" (quoting the lead game designer).
....
The BGS had a lot of potential if it were treated as the thing it gets used for, and FD leaned into the opportunity it presented. I would suppose there's some technical barriers with this... but every game I've played that does something BGS-like well has always leaned much harder into the mechanics those mechanics than FD has, even if you can't expand/control wars with them. Starsector and Star Traders: Frontiers are my current go-to's... heck, I keep tossing around the idea of writing my own.
...
EDIT: I would stop short of saying it's balanced; anarchies would beg to differ, as would some of the more busted mission mechanics... but in general, yeah.
[1] that's a whimsical sigh...
Which is actually not a bad thing. The major PG-s and their PMF empires are too entrenched, too comfortable and too widespread. You can't shake a stick and pull shenanigans anywhere without hitting a PMF or several. Ruffling feathers, destroying the landscape as it is now and making expanding/maintaining territory way harder than it is now is sorely needed to bring in fresh air to the stagnating bubble. I'd love to see a Big Reset, clearing all systems of non-native factions and establishing new rules/mechanics that make expansions much harder, negatively affecting factions much easier and maintaining big PMF empires virtually impossible.I have already heard from a few BGS playing friends of mine that they will basically stop BGSing to see how the PP 2.0 fallout looks like. As one guy put it: "Have you seen PP2 on stream? Whats the point of BGSing when everything falls apart in summer?"
Big PMFs die and fall all the time. But PP 2.0 will replace big squadrons supporting a PMF with even larger PP communities that rarely, if ever, fall.Which is actually not a bad thing. The major PG-s and their PMF empires are too entrenched, too comfortable and too widespread. You can't shake a stick and pull shenanigans anywhere without hitting a PMF or several. Ruffling feathers, destroying the landscape as it is now and making expanding/maintaining territory way harder than it is now is sorely needed to bring in fresh air to the stagnating bubble. I'd love to see a Big Reset, clearing all systems of non-native factions and establishing new rules/mechanics that make expansions much harder, negatively affecting factions much easier and maintaining big PMF empires virtually impossible.
Like it or not, PP V2 is the new BGS - insofar that its BGS like work but has tactical aspects and has ongoing rewards. Supporting a faction provides you with what in the end? PP V2 will have ongoing perks, modules, you can see systems morph to your powers livery, you have better less random ways of expansion, exclusive PP clubhouse FCs, better context for fights.....for once the BGS looks a bit plain from a players perspective as to what they get in return.Big PMFs die and fall all the time. But PP 2.0 will replace big squadrons supporting a PMF with even larger PP communities that rarely, if ever, fall.
If PP 2.0 becomes a crushing force of large BGS squadrons, it will exaggerate the problem. Large BGS squadrons will either quit (as I heard it from a few I know), meaning there will be no push back to PP hordes, or even worse, quit BGS and join PP instead.
Either way, the biggest become even bigger, and the BGS landscape will turn ever more hostile towards localised efforts.
Like it or not, PP V2 is the new BGS - insofar that its BGS like work but has tactical aspects and has ongoing rewards. Supporting a faction provides you with what in the end? PP V2 will have ongoing perks, modules, you can see systems morph to your powers livery, you have better less random ways of expansion, exclusive PP clubhouse FCs, better context for fights.....for once the BGS looks a bit plain from a players perspective as to what they get in return.
Yeah, but one thing is the impact the other is the requirement of flipping systems to handle fort's/undermine triggers... which clearly had some strategic component in the long run, but didn't worked well for the evident fallout and impact to PMFs (and, as a consequence, for the tremendous micro-management work that any power has to do rn).PP 2 should have an impact on the BGS, because each power is a bit different and changing a system state should tangibly alter the situation in a system (security, commerce, traffic, population in space and on planets).
If you want to be unaffected by PP 2 you could go to Colonia or 99% of the other unexplored systems.
You can have your own mini empire and actually see it grow (and be rewarded for it), not to mention the RP and narrative so nothing really changes there. The only difference is you are helping out a power leader and not Oscar McTaffy from Generic Boys Aanarchy faction who offers nothing in return except "welcome back, commander".I prefer the reward of building my own "mini empire", and my own personal RP & narrative, as well as interacting with the RP of others that have done the same; over pledging to some stock-generic "power", that gets a galnet article once every six months.
I am well aware I am preaching to deaf ears, so I will get my trash-bag-poncho, cardboard sign, and find a nice street corner to preach the apocalypse of Elite's BGS.
After trying to be nice to PMFs in the past and being royally screwed over repeatedly by them, they fight, or they die.Yeah, but one thing is the impact the other is the requirement of flipping systems to handle fort's/undermine triggers... which clearly had some strategic component in the long run, but didn't worked well for the evident fallout and impact to PMFs (and, as a consequence, for the tremendous micro-management work that any power has to do rn).
I've made some comments regarding the BGS/PP 1.0 relationship in my Cycle update here: https://forums.frontier.co.uk/threads/cycle-464-changes-and-opportunities.624822/
Difference is, PP groups don't care what name a controlling faction in a system has, who put it in the game or who put it into the control of the system as long as the government type is favourable (I hope this particular mechanics is also removed in PP 2). In contrast, for BGS player groups grabbing as much land for their and only their minor faction is the main goal. So you end up with large swathes of space controlled by one faction and this makes for a dull landscape.PP 2.0 will replace big squadrons supporting a PMF with even larger PP communities that rarely, if ever, fall.
You forgot to add:I don't think it's practical to keep BGS and PP separate and have Powerplay have any in-game effects at all, just because of how far the tendrils of the BGS spread into everything.
Even a trivial power like "20% better prices for battle weapons" encourages flipping the government to one where they're legal.
I think it could be relatively straightforward if highly unpopular: just change the mechanic so that every negative effect and mission type which currently targets Criminal factions instead targets system controllers.
1) Passing traffic turns every semi-busy system into a constant warzone.
2) Even out on the fringes where there's an unaligned player visiting maybe once a week, attack becomes much easier than defence.
3) All those negative states suddenly start getting a lot of use.
There'd still be substantial advantages - unavoidably so - to the larger groups, but if every system comes with an active overhead to maintain it, then even the bigger groups (especially in desirable spaces) are going to have shed a lot of territory, freeing up the necessary space for new factions to be placed for a long time under a rule of "no PMF controlling or native" rather than "no PMF present".
Putting specific brakes on faction expansion I'm not so worried about - controlling 10 systems with 10 factions or controlling 10 systems with 1 faction takes out the same amount of space either way and there are plenty of groups which "back a government type" out there who I don't see any need to advantage over the others ... and a good bit of conflict locking at the top with frequent fights for control is a good way of getting retreats to happen and stick more often for under-visited systems, too.You forgot to add:
- factions only enter expansion when all presence is over 70%, not just one.
Or
- factions only enter expansion when "elated" everywhere