Hello,
Following a significant increase in ED’s revenue (as shown in the FDEV conference recording), partly due to PowerPlay 2.0, I believe it's time for BGS 2.0.
Suddenly, in order to complete weekly PP 2.0 missions, I had to start doing things I had NEVER done before, even after 800 hours of gameplay. Ground missions, rescuing escape pods, and more—PP 2.0 forced me to engage, and in the process, I discovered new, highly engaging aspects of the game.
BGS is different, but it remains one of the core pillars of ED. Many players focus on BGS as their main activity, treating other gameplay elements as secondary. BGS, like PP 2.0, needs more direct player-system interaction so that player actions have a more visible impact beyond just statistics on INARA.
After achieving dominance in multiple systems, gameplay starts feeling repetitive. The only noticeable change is that the faction turns green as an ally—and that’s it.
What if we introduced a System Management feature, where the dominant faction (and only that faction) could make key political and economic decisions? These decisions would have a direct impact on the system and surrounding areas.
To assign these votes, players with the most influence should be promoted to the faction’s governing body.
This system would naturally motivate players to stay engaged, as the more influence they have over politics, the more rewarding it becomes to continue supporting their faction.
This is just an initial concept for discussion, but it shows how BGS 2.0 could greatly enhance gameplay in ED. Let me know if you'd like to refine anything!
Following a significant increase in ED’s revenue (as shown in the FDEV conference recording), partly due to PowerPlay 2.0, I believe it's time for BGS 2.0.
Why?
The success of PP 2.0 has shown that without modifying the graphics engine, performance, or other technical aspects—just by expanding game content and RPG elements—the game can truly take off.Suddenly, in order to complete weekly PP 2.0 missions, I had to start doing things I had NEVER done before, even after 800 hours of gameplay. Ground missions, rescuing escape pods, and more—PP 2.0 forced me to engage, and in the process, I discovered new, highly engaging aspects of the game.
BGS is different, but it remains one of the core pillars of ED. Many players focus on BGS as their main activity, treating other gameplay elements as secondary. BGS, like PP 2.0, needs more direct player-system interaction so that player actions have a more visible impact beyond just statistics on INARA.
Key changes worth introducing:
Imagine supporting a faction (let’s call it ABC) in a system. Currently, I can increase its influence from 5% to 80%, dominate the system, and become the top faction. This faction can expand into three new systems… but then what?After achieving dominance in multiple systems, gameplay starts feeling repetitive. The only noticeable change is that the faction turns green as an ally—and that’s it.
What if we introduced a System Management feature, where the dominant faction (and only that faction) could make key political and economic decisions? These decisions would have a direct impact on the system and surrounding areas.
For example:
- Implement tariffs on goods (e.g. from communist systems) at 25%.
- The more systems a faction controls, the greater its influence on galactic politics (which is currently nonexistent).
To assign these votes, players with the most influence should be promoted to the faction’s governing body.
Player Benefits
There need to be tangible benefits for players who actively contribute to faction growth and system management.1. VIP Room in the Spaceport
Players who significantly support a faction could gain access to a VIP Room in the spaceport, where they could:- See their impact on the faction (e.g., “Your actions contributed 30% of all faction points.”).
- Check their political influence (e.g., “As a board member, you have 55% of the votes and can vote on tariffs and system policies.”).
2. Voting and Policy System
Let’s say there’s a vote on raising tariffs on food in a system:- Player A (55% of votes) supports the increase.
- Players B and C (combined 45%) want to lower tariffs.
This system would naturally motivate players to stay engaged, as the more influence they have over politics, the more rewarding it becomes to continue supporting their faction.
This is just an initial concept for discussion, but it shows how BGS 2.0 could greatly enhance gameplay in ED. Let me know if you'd like to refine anything!
