There hasn't been a full on war since the advent of Frame-Shift Drives, and to be honest with you, I don't think there will ever be another one. Bold claims need bold proof, so I need to validate the opening sentence to this post...
...The old way of fighting wars involved territorial occupation, and featured "fronts" and "supply lines", but with Frame-Shift technology:
Look at this diagram:
- Any ship that is equipped for mobility, ie decent FSD + Fuelscoop and or belly tanks, can traverse the bubble in less than an hour
- Any ship travelling only needs to be in any system for ~30 seconds, slightly more if they are fuel scooping.
- Instancing means that one group of players could be "manning the line", hanging in supercruise looking to ambush, ie catch and kill, any hostile ships... But if their opponents enter a different instance of that system the two sides will never meet.
- Because of the "leap-frog" nature of hyperjumps / FSD interstellar travel, the defending side could simply bypass the blockade.
View attachment 205124
It depicts a hypothetical "front" in a superpower war, with the one side being blue stars, t'other being orange, and in the middle the green stars and the lines that interconnect them represent "the line" that you and your power and its pilots (your mates) are trying to hold... Regardless of whether you picked orange or blue as "your" territory, and whether you identify yourself as a fed or an imp in this hypothetical war, it will be utterly frustrating if, as they would, the enemy forces didnt jump into your green starred waypoints-on-the-line systems, and instead slipped right by you using the adjacent yellow starred systems. o how do you counter that, Patrols? So you set up patrols incorporating one green system and a couple of the alternative jump routes:
View attachment 205126
If you ddo that, you might get lucky and catch some of those pesky boagys infiltrating your territory, assuming they are in same game mode (open), and in the same system at the same time, and in the same instance as your patrol, then when all those conditions are satisfied, and it is a lot of moving parts to lign this up, you can get a fight. Or alternatively while you are prancing about on patrol, they could have slipped through your net, and be marauding your homelands.
The long range and fast movement of Fram-Shift travel don't lend themselves to chokepoints and strategic battlegrounds, the game modes leave it perfectly viable for your foes to operate in solo / pg and wreck your army in an "instance" which you cannot join and engage with your enemy to stop them in their tracks, and the P2P architecture and netcode means that the game will fall flat o its face if you tried to group significant numbers of players together to make an epic emmergent gameplay moment. Also, with Odyssey, there is going to be player passenger transport, whereby y'all can book a seat on this beluga that is in the top 1% of all liners and sail through the borders as a civilian, and then get to a starport 4 jumps into "hostile" territory and ship transfer your muder-hobo ship there, and there wouldn't be a damned thing the defending forces could to to prevent you circumventing their borders that way. Even if they ran about murder-hoboing in your territory, they only need to know of one non superpower aligned interstellar factor on your side of the border at which they would be able to expunge their criminal record.
The game, as it stands doesn't support a dynamic player driven superpower to superpower war, the best that could happen is if the CM's managed multiple concurrent CG's at "Battlefield Systems", and these could include Odyssey "sphere of combat" situations, however it would be a bit nutty for 10 vettes and SLF's and 10 Conda's and SLF's to rock up to the airspace above one of these wild west settlements.
Excellent explanation. We can even leave the whole part about game modes and instances aside - having ubiquituous access to technology that effectively enables at-will long distance teleportation as the FSD does is so disruptive to the very foundations of warfare (and of course lots of other things) that any traditional concept no longer applies.