PP 2.0 donation spam is ruining Anarchies

As the only government not able to receive donations, we've once again got the short end of the stick when it comes to just saying alive. It's constant influence crashes and wars since PP 2.0 got introduced and people spam donations on everyone but us.

Please FDev. Throw us a bone here and give us some tools to be able to compete, since we keep hopelessly falling behind everyone else. No donations, no bounty hunting, no search & rescue, no material traders, worst missions ever and obviously we're still the target of every massacre mission.
 
Anarchies are long overdue a rework, they're a placeholder implementation, their uniqueness coming from which bits of functionality Frontier removed rather than changed. Actually good missions would be a nice option in the meanwhile to compensate.
 
lawless system is hard to maintain as such while surrounded by populations that adhere to laws. news at 10.


i think it's working fine. anarchy is transitory... it should not survive for long periods unless nobody interacts with it and it isn't in proximity to systems that follow laws. why would you expect it to?
 
Anarchies are long overdue a rework, they're a placeholder implementation, their uniqueness coming from which bits of functionality Frontier removed rather than changed. Actually good missions would be a nice option in the meanwhile to compensate.
Crime outright is overdue a rework, full stop.

You can't even begin to do a meaningful rework when the outcomes of crime are designed to be purely punitive.

What would offer relief from Anarchy factions would be a reasonable pathway for military/antagonistic gameplay. If I could go to town in Federal systems without fear from getting the smallest of fines in an Imperial system[1] locking me out of everything... people might target lawful systems rather than just anarchy for once.

[1] because since Odyssey's launch, paying fines off when notorious has been broken
 
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lawless system is hard to maintain as such while surrounded by populations that adhere to laws. news at 10.


i think it's working fine. anarchy is transitory... it should not survive for long periods unless nobody interacts with it and it isn't in proximity to systems that follow laws. why would you expect it to?
Its a game balance issue, not a lore or realism one. Frontier have made posts in the past indicating they view it this way, and Elite is not a utopian universe where crime and lawnesness have been stamped out, far from it.

Plus if we wanted to go with the realism route, anarchies are still too weak in that regard. The safest and most convienient way to obtain many parts is to raid pirate bases? Because they will give you the benefit of the doubt over and over, unlike the friendly local democracy that will put a price on your head for murdering even your first person? Something feels wrong there.
 
Seems fairer to say that the term anarchy was reused by literally uninhabited systems for some reason ;)
The reason being - they have no arckos or ruler... like "monarch" means single ruler...

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Its a game balance issue, not a lore or realism one. Frontier have made posts in the past indicating they view it this way, and Elite is not a utopian universe where crime and lawnesness have been stamped out, far from it.

Plus if we wanted to go with the realism route, anarchies are still too weak in that regard. The safest and most convienient way to obtain many parts is to raid pirate bases? Because they will give you the benefit of the doubt over and over, unlike the friendly local democracy that will put a price on your head for murdering even your first person? Something feels wrong there.


you assume pirates and independent people just living without a government are more mean and prone to violence than a government that works with the pilots federation. history's most successful organized crime syndicate that literally makes it legal to murder for parking violations.

no, anarchy should be easy to do illegal things in (relative to governed and pilot fed friendly systems). they should be easy to take advantage of and should be short lived as a faction state. I'd go so far as to say that anarchy would be more docile and less equipped to handle aggression than governed systems.

by definition, anarchy isn't organized to coordinate opposition, track transgressions or likely to be interested in supporting eachother. it's this weakness inherent with anarchy that makes this way not something that large groups of people live under these days. anarchy is weak and easily consumed by surrounding interests. it's why anarchy is destined to be short lived. the need to organise and protect the whole from others organically creates government and ends the anarchy. in elite, anarchy should be a system state as temporary as 'war'. easily lost once achieved.

it sounds like what you want are syndicate/mob type systems that are organized and have rules and govern but reject the pilots fed and have ridiculously different laws that reward their evil motivations and punish anything that opposes them.
 
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you assume pirates and independent people just living without a government are more mean and prone to violence than a government that works with the pilots federation. history's most successful organized crime syndicate that literally makes it legal to murder for parking violations.

no, anarchy should be easy to do illegal things in (relative to governed and pilot fed friendly systems). they should be easy to take advantage of and should be short lived as a faction state. I'd go so far as to say that anarchy would be more docile and less equipped to handle aggression than governed systems.

by definition, anarchy isn't organized to coordinate opposition, track transgressions or likely to be interested in supporting eachother. it's this weakness inherent with anarchy that makes this way not something that large groups of people live under these days. anarchy is weak and easily consumed by surrounding interests. it's why anarchy is destined to be short lived. the need to organise and protect the whole from others organically creates government and ends the anarchy. in elite, anarchy should be a system state as temporary as 'war'. easily lost once achieved.

it sounds like what you want are syndicate/mob type systems that are organized and have rules and govern but reject the pilots fed and have ridiculously different laws that reward their evil motivations and punish anything that opposes them.
...which is exactly the problem in the game right now... fussocking over terminology is missing the point here.

Leaving so-called "anarchy" factions as helpless as they currently are, when they are clearly portrayed as criminal factions (i.e not "anarchy" factions) is the core issue.

Meanwhile, mv faction_descriptors faction_descriptors.old; sed 's/anarchy/criminal/g;' faction_descriptors.old > faction_descriptors ain't gonna cut it, even though that should be part of any change.

There needs to be equivalent penalties for hurting <what is currently known as an anarchy faction>.... but FD would be drawn on the fact their C&P system is a steaming pile of trash.... they can't piggyback their existing mechanics because you'd wind up gaining notoriety for killing criminals, which means the faintest whiff of a fine in lawful space would see you locked out of paying it till the notoriety cooldown dropped. There would be huge blowback for that.

Regardless of terminology, the current problem is that people can wail on anarchy factions in a way that has far less penalties than doing the same against a lawful faction, for exactly the same reward, which has been just one facet of a multitude of issues for the entire criminal career path.

Personally, making all "anarchy" factions "criminal" or "unfettered" factions at least for clarity, and making them apply bounties to offenders as well, and fixing the mess that is notoriety so that it's at least superpower-specific would be a start... then having more meaningful outcomes from security statuses, which are influenced by BGS states, would be a reasonable next move... then inducing things like Civil Unrest, if it were to result in voiding criminal consequence for a time, might be worth a damn.
 
Is that pirate scum trying to speak from the bottom of the misson board?

Sorry - can´t hear a thing over the sound of credits and Wolf Fesh that I rain down on the Princess´s systems for her merits, nor see a thing as I drift, suspended in a near-trance state half-blinded, nonchalantly blasting Archibald Delaine´s goons, all while surrounded by a harem of half-naked Imperial slaves aboard one of my 40 LTP Diamond-plated Cutters.
 
...which is exactly the problem in the game right now... fussocking over terminology is missing the point here.

Leaving so-called "anarchy" factions as helpless as they currently are, when they are clearly portrayed as criminal factions (i.e not "anarchy" factions) is the core issue.

Meanwhile, mv faction_descriptors faction_descriptors.old; sed 's/anarchy/criminal/g;' faction_descriptors.old > faction_descriptors ain't gonna cut it, even though that should be part of any change.

There needs to be equivalent penalties for hurting <what is currently known as an anarchy faction>.... but FD would be drawn on the fact their C&P system is a steaming pile of trash.... they can't piggyback their existing mechanics because you'd wind up gaining notoriety for killing criminals, which means the faintest whiff of a fine in lawful space would see you locked out of paying it till the notoriety cooldown dropped. There would be huge blowback for that.

Regardless of terminology, the current problem is that people can wail on anarchy factions in a way that has far less penalties than doing the same against a lawful faction, for exactly the same reward, which has been just one facet of a multitude of issues for the entire criminal career path.

Personally, making all "anarchy" factions "criminal" or "unfettered" factions at least for clarity, and making them apply bounties to offenders as well, and fixing the mess that is notoriety so that it's at least superpower-specific would be a start... then having more meaningful outcomes from security statuses, which are influenced by BGS states, would be a reasonable next move... then inducing things like Civil Unrest, if it were to result in voiding criminal consequence for a time, might be worth a damn.


So you want to relabel anarchy with something that isn't anarchy and are upset because your favorite faction is anarchy and you're stuck?

You picked the wrong faction type. Anarchy should be able to be wailed on. They are helpless. That's why people invented governments. Because the anarchy they existed in prior to governments was weak and easily exploitable.

You think the point is being missed. But the only one missing the point are people who think anarchy needs to change...and not that they need to change and anarchy is working exactly as anarchy was designed to work.

Argue for new government types that fit your narrative you wish existed...but you aren't going to stand on solid ground while trying to argue that anarchy should be something anarchy is most obviously not. I mean, absolutely nothing will ever come of it ... Arguing over terminology and lore etc is all this forum is for. You're not going to be convincing fdev the error of their ways with a well worded post. You're here to nerd battle impotently into the wind about something you have no hope of impacting.
 
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