seem to be missing the option for player owned stations but no guilds? Why yes, I
DO have a sneaky suspicion that's deliberate!!
IMO, guilds as most here seem to want them are a bad idea. We've already seen unofficial guilds/clans/whatever try to 'lockdown' systems - something explicitly against David Braben's stated vision for the game. Does anyone in their right mind think that
official guilds won't do the same thing? I have no problem with guilds per-se; I'd just ask FD to be
very specific in setting up limits on what they're allowed/able to do. Perhaps also add the old MMO standby, the PvP flag.
Player owned stations are possibly workable. Either have it make no practical difference to anyone (but the owner who probably takes a cut of all transactions there) in which case existing stations could be bought out or new stations placed without much fuss (although it could make for some great trading byplay), or they make player controlled stations different - have them be a separate zone entirely that allows/enforces the rules the owner puts in place; potentially setting up player pirate havens, unofficial player bases, etc. To limit the effect this might have on the broader game, I'd NOT allow this type of station be constructed/bought in an already inhabited zone. Don't drop it anywhere that already has any sort of npc station - it means those with no interest in player politics have no reason to go there & it won't interfere unduly with existing trade routes or power structures. Also, on-going costs. Have them. Stations fall into disrepair when upkeep not fully met, enable new sections/facilities as more money spent on it.
To compliment this I'd suggest FD completely rework the in game comms UX into something
better. No problem, eh?
