- After the Screaming Banshees faction takes over the system, if the system architect creates a new asset in the system, does it belong to the Pearl Clutchers or the Screaming Banshees?
- Given that the Screaming Banshees are anarchists, should we assume that the BGS mechanics within the system have now flipped to Anarchy, which is a feature that is different than the original plans of system architect?
- If colonization does not allow a system architect to curb the creep of the BGS and/or Power Play, will it cater to all playstyles, or just become an extension of BGS and Power Play 2.0 ?
- Will colonized systems attract gankers?
- Given the controvesial (broken) state of Crime and Punishment in the game, will system architects have effective policing powers over the systems "they can't lose"?
1) Interesting question. It'd certainly make more sense to be able to give the new asset to any present faction to start with, or it'd be really tedious if you wanted the Odyssey settlements spread out among them ... but "current controlling faction" is certainly a lower-effort default that they could go with.
2) Seems likely.
3) For non-BGS players the faction owning a system is mostly irrelevant (though highly-expanded factions of any sort can be annoying because of their shared fine/bounty levels); for non-Powerplayers the quantitative impact of Powerplay control is likewise so minimal it's not even advertised any more. Such an ability to lock the system to either would be
far more likely to be useful to those who were directly interested in such things to keep their maintenance down.
4) I doubt it, unless you're making a real effort to also attract targets. You're not going to compete with Shinrarta/Deciat/Sol for player number count, especially not if colonisation leads to a big rise in the total number of inhabited systems.
5) No
(I think your hypothetical is unlikely in practice in the first place: given the choice between "get into a potentially extremely long BGS fight for control of one system" and "colonise another hundred free ones somewhere else" the number of BGS planners who would go for option 1 is low, if not non-existent)
Given the scenario above, I'm thinking the best way to assure that players can't "lose" systems is if their assets have the same docking privileges as a fleet carrier. Players who take the time and energy to colonize a system and create the assets within them should be also be given the ability to secure them.
With the 10LY chaining requirement (or even with a longer one) this would allow anyone to gatekeep further colonisation in sparser space simply by denying all access so that no-one else could use their colonisation contact to chain from ... while not even necessarily being all that effective at keeping out a dedicated BGS attacker [1] who still has access to murder, bounties (via FCs), scenario outcomes, and potentially a bit of messing around with targeting missions from neighbouring systems.
I can't see anything like that being implemented: I think "Architect" rather than "Leader" or "Owner" has been picked fairly carefully as a name here.
[1] I think your scenario assumes initial colonisation by someone who
doesn't know how to defend their BGS setup the conventional way, yes?
How did you do that? Did you use the galaxy plotter and set the range on the ship config?
Yes, exactly that. (Range 9.98 LY because I couldn't be bothered to keep fine-tuning the mass further, but close enough to test the principle)
Is the region of space around my faction an exception? Everyone has ambassador channels on their Discord servers and treaties over expansion and no one actually competes with each other for space. If it's not the exception, the bubble is uninteresting because the players make it that way. If I colonize ten thousand light years out, I'm going to see roughly the same amount of traffic around my new bubble, and that traffic might actually be more aggressive.
I'm not talking about deliberate BGS manipulation here - though, yes, in my experience many BGS planners
will try to make the BGS behave in as boring a fashion as possible because that's less work - but about the general fluctuations which take place as a result of the vast majority of players who don't care about BGS outcomes just "doing stuff".
They're unlikely to get those fluctuations to the extent of starting a control conflict in the system - especially not if someone is actively trying to stop that happening - because of the general "random traffic benefits the system controller" setup that the BGS usually has, but they will keep influence levels wobbling about, conflicts between
secondary factions moving, BGS states and events being applied, and so on.
A system with daily traffic levels in the 10-100 range is usually interesting for people who don't care about who "wins" the BGS - there are active states, so there's good trade prices ... there might be Civil Unrest or a War or something throwing up combat opportunities ... or maybe there's a Bust or Terrorism shutting down Odyssey settlements for some reactivation opportunities.
A system with daily traffic levels in the 1-10 range is usually boring because everything is in State: None - no special combat, no interesting markets, the basic signal source types only, etc. (And a system with
weekly or
monthly traffic levels in that range is even worse)
It's not
really the players' fault that "they make it that way". They're doing the best they can to play the game and therefore fluctuate the BGS - but there's just not enough of them to cover all 20,000 inhabited systems of the bubble regularly enough. And if that increases to 40,000 inhabited systems, unless it
also comes with a long-term doubling of active player numbers ... and Colonisation is certainly interesting but I don't expect it to be quite
that popular ... that just means more dilution of the players and more systems falling into disuse.
(Which is of course why I'm very much hoping that Colonisation comes with a Decolonisation mechanism where persistently disused systems get eaten by Thargoids / wiped out by Outbreaks / everyone emigrates to somewhere with better pay / etc. so that the
eventual size and shape of the bubble is what player activity can actually support and keep interesting)
A thought experiment: Let's say you start out with 10 LY colonization range, and the cost for that is 10 million. Doubling the colonization range (optional) doubles the cost. 20 LY would be 20 million, and so forth, up until 81,920 LY could cost 81,920,000,000 credits.
This is unlikely to be the model put into the game, as mentioned, just some numbercrunching.
Given that most of the galaxy doesn't contain stars, paying for 20 LY would always be cheaper than 2x10 LY (because you'd actually need 3x10 LY at best) on that model.
The problem with long ranges is that it only takes a couple of hundred minimalist colonies at 5000 LY intervals to make the maximum range to any system be <5000 LY (and most places under half that) - and that's probably within the abilities of a large group with good planning and logistics to do before most individual players interested in the feature have finished their first system.
So if they're going to have a range limit at all, it needs to be a short enough one to stop a project like that making it effectively unlimited in a few months.
(Doesn't have to be as short as 10 LY, but it does need to be surprisingly short if it's supposed to stay at least somewhat relevant for "the rest of the game")