The BGS was actually working pretty well just before 1.2 hit.
As someone who has done almost nothing else than playing it, you can believe me on that one.
1.2. Brought the addition of 2 long cooldown states, War and Election. The CW cooldown had been tuned down to 3 days, and all was working well in 1.1. Then 1.2. brought War and Election with 25 day cooldowns. These, together with the improved number of expanded systems and the cooldown mechanics lead to cooldown mania. Example: In Bielonti, the Anarchy faction expanded twice. To Lenore and Sikarici. They had a War in Lenore and went into 25 day conflict cooldown. Therefore no conflicts in Bielonti, Lenore and Sikarici were triggering, whether involving The Silver Gang or not. And you could never know why, because there is no information that The silver Gang is in Cooldown, the system is in cooldown or that the Silver Gang was actually in 3 systems, not two.
Th3 result was many ppl thought the BGS was bugged. We certainly thought so when we couldnt trigger a civil war in Tionisla, because we didnt know that Social Tionisla Labor was in 3 systems, not 2.
1.3. Then reduced the cooldown. Seeing whether a faction is in a cooldown is important. Seeing in which systems a faction is is important. Furthermore I'd really like charts to see the influence ovdr time, sith state markers. And ideally on the community page, not only in game.
We created a tool like that for ourselves, but entering data is tedious and trained monkey business. I am sure I spent at least 30 hours entering data manually, instead of playing the game.
The different missions are great. The only thing thats needed:
- rework of the cooldown mechanic (announced)
- balance balance balance
- more info, like influence over time reporting with a charting module
- some additional content, like triggering of events (small CGs) for station building, station shrinking, targeted expansion (and colonization), increase of production
- better economic model to have visible possibilities to manipulate what the station is producing and in which amounts (e.g. being able to manipulate a High Tech / Refinery to export Resonating Separators instead of importing)
- population changes
The announced changes sound very very well. I hope that the execution will live up to it.
Excuse me, Sir - but with all respect - you are wrong. It never worked well.
- showing different prices/demands to commanders at the same time
- automagical stock-decrease and increase
- factions jumping from 5 to 70 % in one hour
etc.
Not mentioning the other stuff like "why does ai bring goods that are on stock to the station" and all that
come on - its not even close to a "sim", its a bunch of scripts that is everything but intelligent