Lets start with a premise that all the bugs are fixed, will be fixed, working as intended, or our own stupid fault due to the Fog of Willful Obfuscation. What we are seeing is pretty much what FD intended.
While I appreciate that our faction, with 40+ systems out on the edge of the bubble, with low pop (5m is a biggy to us) and virtually no opposition may not be the norm or FDs main target audience, I have thought reasonably long and hard considering other situations, but cant for the life of me see what the point of the 3.3 BGS is. Given the not insignificant development effort required, and the very obvious high risk of opening this particular can of spaghetti, I would have thought that "those who decide" would have put some considerable thought into the planning and be wanting a pretty major improvement to the game in at least one of these areas:
a) Be more realistic - Or at least make more logical sense
b) Be faster and more reliable or robust
c) Be more fun and/or engaging
d) Disadvantage some (vocal) disadvantaged group of players less
So what did FD do for us :
Lets exclude the new CZs and Megaships from this as while they are good, they could have been done without changing anything else.
1) Local instead of System wide states.
2) Conflict by Days Won over a Week.
3) Absolute Inf Lock during Conflict
4) Inf Calculation Re-balance.
5) Expansion
If people can justify any of these changes, please chime in. If it made ANY sense to me, I might fell less like jacking the entire thing in.
While I appreciate that our faction, with 40+ systems out on the edge of the bubble, with low pop (5m is a biggy to us) and virtually no opposition may not be the norm or FDs main target audience, I have thought reasonably long and hard considering other situations, but cant for the life of me see what the point of the 3.3 BGS is. Given the not insignificant development effort required, and the very obvious high risk of opening this particular can of spaghetti, I would have thought that "those who decide" would have put some considerable thought into the planning and be wanting a pretty major improvement to the game in at least one of these areas:
a) Be more realistic - Or at least make more logical sense
b) Be faster and more reliable or robust
c) Be more fun and/or engaging
d) Disadvantage some (vocal) disadvantaged group of players less
So what did FD do for us :
Lets exclude the new CZs and Megaships from this as while they are good, they could have been done without changing anything else.
1) Local instead of System wide states.
- Sure, on the face of it, especially for someone who doesnt play the BGS, it sounds like a no-brainer. More Realistic AND gives the bigger factions more to do. However, I would argue that a faction wide state, is MORE realistic than multiple. Look at the real world, nations at war and corporations competing for market share specifically avoid multiple conflicts and would rather lose a little influence and position. They know dividing their efforts is not cost effective. They may find alternate ways to control the situation, but they are not stupid enough to throw the might of their arms or marketing budget at it. Certainly arguable that it does not meet criteria a)
- These states now take forever to process regardless of the effort required or actually put in. The change has also required other changes (below) that are equally bad or worse. Fails criteria b)
- With local states, I no longer can see any strategy involved. In 3.2 there was great game to be had in studying surrounding systems, figuring out ways to distract an enemy, timing events carefully to ensure rapid progress and hamstringing the opposition. Now you just pound away at every system you want to increase, just varying the methods depending on the current state. Massively Fails criteria c)
- These strategies could be used equally by large factions to overwhelm small factions, and small factions to cripple larger factions plans. Now small factions have nothing by weight of numbers to protect them, and larger factions have much less to do, just in more places. I am still not sure if FD wanted to help smaller or larger factions (I have heard both side claim the changes were for them) but in either case, it fails criteria d)
2) Conflict by Days Won over a Week.
- In the real world, you roll your fleet in, smash the enemy to dust, you win. Some kid stealing a gun port cover from one of your ships every day for the next 6 days does NOT win them a war. Fail a)
- Some are short, some are long, it tends to depend on the relative strengths of the combatants. Fail a) and b)
- The binary win/loose per day makes it impossible to judge your efforts. Fails b) and c)
- While previously, we could apply overwhelming power, and get a commensurate reward, we now can apply minimal effort (1 transaction is frequently enough) and get the same reward as applying the Fleet of Doom. Fails a) and c)
- Then at the end we get some paultry increase/decrease which if the conflict had not happened, we could have done in 1 or 2 days. Fails them all.
- Trivial effort required over a long period for little reward. Grind. Boring Boring Boring. Fails c)
- Worried about conflicts being won before they started ? They could have just cut the Pending period to 1 (or 0) days
3) Absolute Inf Lock during Conflict
- Maybe its just an unfortunate consequence of one of the above (a failure of criteria b), or maybe I just cant get whatever they were smoking here. But whaaaaaat ? Worried about jumping factions maybe, but I never saw that as an actual issue that needed addressing in any regard.
- How can I possibly list all the ways it fails a). If makes absolutely ZERO sense.
- It frequently messes up all the other BGS Inf calculations effectively stagnating the entire system. Fails b) and c)
4) Inf Calculation Re-balance.
- The bottle of wine analogy is now "All factions have worked hard today, lets all have a glass of wine. Little Jimmy NoInf chimes in and claims because he has no mates and has not done any work for the past week, he deserves half the bottle". Fails a)
- Luke on 60% Inf does 4 missions, Han on 5% does 1 mission. Han gets a huge reward, Luke gets a kick in the wobblies. Fails c) and d)
- In our High traffic systems, we have just walked away. We still win all the conflicts automatically from random traffic, but are in constant conflict. Fails a) and c)
- Remember all that passive inf a System owner got from Bounties and Trade ? Doesn't seem to amount to a hill of beans any more. There seems to be little reason to own a station (unless you need to Nerf yourself). Fails c)
5) Expansion
- The one change that would (maybe) actually be of benefit, so we didnt constantly have to play whackamole, reducing our own factions inf everywhere to try and direct expansion.
- Yeah, the one they didnt do
If people can justify any of these changes, please chime in. If it made ANY sense to me, I might fell less like jacking the entire thing in.
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