In which case, twice the staff would be required to curate the storyline for each separate galaxy, or it would take the same staff twice as long to generate the storyline for each galaxy. GalNet would be split into 2 and require at least *some* differing stories as the storyline progressed.
GalNet is essentially an executive summary of the state of the BGS with some storylines thrown in... There would, by necessity, be two versions.
And ultimately two story lines that are at least a little dissimilar, in context and implication if nothing else.
In some specific detail -I imagine that you would want PP to be in one galaxy and not the other, and for expansions/contractions of super-powers, and their aligned minor factions and government types to take place in one galaxy. Do you think that this should drive the other galaxy? Or should the other/second BGS be allowed to evolve due to the actions of the players within that galaxy BGS?
There is no reason why BGS/PP should be removed from either galaxy.
The whole idea of 2 x BGS is fundamentally flawed. Unless, of course, you impose the PvP galaxy state onto the PvE galaxy state such that those players cannot interact with it?
You haven't said why this is flawed or why the BGS imposition would be required...
In the case of any CMDR popping from one BGS to the other...
Do you allow cargo cross-over?
Is the penalty fixed?
What is the time limit for swapping BGS?
With the penalties/time limits already suggested, and that you allude to, CMDRs wont be 'popping' across from galaxy to galaxy as they currently switch from mode to mode.
In terms of what penalties/time-limits would be adequate/sufficient without being punitive... I've suggested that PowerPlay status might be reset, bu tyou highlight some areas of concern after this point... perhaps a time-limit alone is adequate.
Whatever the penalty/limits, I currently see no reason for them to be assymetric at the moment. Happy to have my mind changed though.
It would definitely increase their running costs. There would be twice the data storage requirement and twice the maintenance of that data costs involved... Same number of players = same instancing requirements. The matchmaking server cost can't be reduced by any amount. Instances are still hosted peer-to-peer.... Either way, the server infrastructure would need to be expanded.
Then my initial estimate of 'Negligible, if any', was correct.
There would be an increase in the amount of 'Current-BGS-State' data. The BGS is a spreadsheet, and spreadsheets aren't massive. The amount of player specific data, and data sent to/from each player to the BGS & back would remain the same, while the amount of back-end work on instancing would remain the same, and the back-end work on mode switching would be significantly reduced.
Perhaps "modestly". Perhaps not. The cost implication is a net extra spend.
I can agree with "modest", as being in the ball-park.
Yes it does. I use all 3 modes. I expect that I am not alone.
The implication of locking in to one BGS or the softer lock of penalties and time-limits does indeed change every single player's game play. They either remain locked in one mode, or pay a penalty to be agile, and certainly cannot be as agile as we all are right this moment.
It would affect every single player who chose to play in a mode-agile fashion. Or preferred to have mode agility, even if they then chose not to use it due to the differences they'd find on swapping BGS.
I'll point to the primary objective of this proposal in limiting protected BGS manipulation. This is a desired result of the proposal. Pointing out that it has the desired effect, is basically a thumbs up.