Excellent point. For an argument to be valid, it should be valid when reversed. The BGS one doesn't, so it's not a good lane of argumentation.So does no faction own any system because they have other BGS Factors in them?
Excellent point. For an argument to be valid, it should be valid when reversed. The BGS one doesn't, so it's not a good lane of argumentation.So does no faction own any system because they have other BGS Factors in them?
So does no faction own any system because they have other BGS Factors in them?
It's motivation to keep playing the game and supporting it. Isn't that enough?Ok, so let's go with the idea that as the system architect, we own the systems we claim.
What's the significance of this?
Fair enough. Just not sure what that has to do with making excuses for missing features.It's motivation to keep playing the game and supporting it. Isn't that enough?
I get a thrill, a bit of dopamine, when I pull up MY colonies list and see what I've accomplished. Thus I'm motivated to continue. Why isn't an answer so honest and simple and shared by us all as the human condition good enough for you guys?
Reference to any kind of ownership in any context, in any part of the game outside of CMDRs ships and FCs, is extremenly rare AFAICR.
I suppose things like Megaships must be owned by the Corps running them.
Permanent System assets might be said to be owned by their Controlling faction, but that control is temporary and negotiated via gameplay in the BGS.
Wider system control is negotiated in the same way.
If kicking things out of the BGS is a condition of ownership, then can you show me where that has taken place?
Since we know organizations and individuals DO own things in the game, then obviously total BGS control cannot be an element of ownership.
I dont think its even true for Superpowers. Even their term of office as the current exploiter is in a state of permanent negotiation via the gameplay of PP2.0The "BGS argument" is that you don't own your faction, like you don't own your colony. Everything in the game is based around groups, specifically groups that contain NPCs. The only such groups that can restrict stations or systems are superpowers. Individual commanders have never had unilateral control over anything in the lore.
Why should that design philosophy change?
Can't you decide who lands on your fleet carrier?Individual commanders have never had unilateral control over anything in the lore.
Superpowers specifically. Empire, Federation, Alliance, Pilot's Federation, Thargoids, but definitely not just powersI dont think its even true for Superpowers. Even their term of office as the current exploiter is in a state of permanent negotiation via the gameplay of PP2.0
Why should that design philosophy change?
Individual commanders have never had unilateral control over anything in the lore.
Perhaps they might. In fact isn't that why we post stuff on this thread and many like it? To perhaps influence the God's into doing just that. I'd like the idea that my or in fact anyone else's posts DO actually have a positive effect. And that in fact some new feature is as a direct result of posts from this forum. In fact I'd confidently state that many features from this forum have been implemented one way or another, or to one degree or another.FDev aren't going to magically whip up some additional features because of the discussion in this thread.
Then I suggest Frontier don’t repeat the opening of the Panther Clipper reveal video that tended to indicate that customer feedback had at least some part to play in the content being added.FDev aren't going to magically whip up some additional features because of the discussion in this thread.
When I walk mine most of the hoodie wearing groups remember that they have got to be somewhere else in a hurryOh.... that's me screwed! I got a wall so high it keeps my rather large and unpleasant doggy from eating passers by.
And yes see how he swallows up the garden sofa thingy...
300,000 years and do humans own the Earth?