CG predictions...

No whats happening? tbh I prefer to read the stories on here of people involved, both sides, instead of just looking at Inara or somewhere even if it takes longer for me to know whats happening, its just more interesting and fun to me that way or dare I use the word immersive? Yes I do and I did :) I love a good RP story even if its completely mad or completely against what I believe in.

@Ian Doncaster did provide a write up saying Sirius were on the way out and probably Delaine shortly after with the effects of 2% Retreat 'fee' (cant remember what its called) - Am a bit surprised Lorens Reapers didnt adopt Delaine though but hoping one of them speaks up and says what their thoughts are or whether they are purely interested in Carcosa and nothing else. To me seemed the perfect opportunity for a foothold for them but may be totally out of their RP area.
 
No whats happening? tbh I prefer to read the stories on here of people involved, both sides, instead of just looking at Inara or somewhere even if it takes longer for me to know whats happening, its just more interesting and fun to me that way or dare I use the word immersive? Yes I do and I did :) I love a good RP story even if its completely mad or completely against what I believe in.

@Ian Doncaster did provide a write up saying Sirius were on the way out and probably Delaine shortly after with the effects of 2% Retreat 'fee' (cant remember what its called) - Am a bit surprised Lorens Reapers didnt adopt Delaine though but hoping one of them speaks up and says what their thoughts are or whether they are purely interested in Carcosa and nothing else. To me seemed the perfect opportunity for a foothold for them but may be totally out of their RP area.
Loren's Reapers at the moment are scattered to the winds, and Delaine isn't really in our interest.
The system he's in is uninteresting, Carcosa is special in the Nebula in that regard. If we make another bid to bring the Nameless back into
control is more than questionable with the current forces allied against us, and the advent of Odyssey.
 
I am not sure what we are expecting to get in Odyssey would count as a full scale war.
It is unlikely, yes. Fact remains however that if you look at the current GalNet and then at next week's Oddysey release, that it might all boil up to the release, as a sort of population boost.

However, this is apart of a 3306-3308 pre-established narrative that Oddysey is incorporated in / has effect on. So, might be that we're getting Galactic War, might not be. Only FDev knows at this point.
 
It is unlikely, yes. Fact remains however that if you look at the current GalNet and then at next week's Oddysey release, that it might all boil up to the release, as a sort of population boost.

However, this is apart of a 3306-3308 pre-established narrative that Oddysey is incorporated in / has effect on. So, might be that we're getting Galactic War, might not be. Only FDev knows at this point.
If FD wanted to do anything wrt a superpower vs superpower war, they absolutely must rationalise/fix the hostile rep state first.
 
If FD wanted to do anything wrt a superpower vs superpower war, they absolutely must rationalise/fix the hostile rep state first.
In an all-out war as soon as you land at a superpower aligned station, you should have to declare for one side or remain neutral. If you declare for a side, opposing rank should be stripped and all stations and NPCs run by the other side become hostile. You gain a flag (similar to PP) about who you declared for. Rebuys for your side's ships are greatly reduced and you get a bit of a discount on military outfitting to encourage your participation in combat.

If you declare neutral, rank for both sides should be stripped (you didn't answer the call) but stations won't shoot at you - unless you fly an opponent's rank-locked ship.

The only way to avoid this is to only land at Independent stations until it all calms down.

In a war, there should be consequences for fighting for one side or the other.
 
In a war, there should be consequences for fighting for one side or the other.
Yes. Which causes a problem. Obtaining full engineer access requires working for both sides and gaining (a small amount of) opposed ranks.

Established players could probably afford to lose access to the Sarge / Tani+Tarquin+Fortune (though that would be much worse for Feds) and just keep their existing engineered kit, but it would hit new players more as they wouldn't be able to gain that access in the first place.

So the consequences would be much more consequential for new players trying to catch up than for existing players who've already got their ships fitted out.
 
Yes. Which causes a problem. Obtaining full engineer access requires working for both sides and gaining (a small amount of) opposed ranks.

Established players could probably afford to lose access to the Sarge / Tani+Tarquin+Fortune (though that would be much worse for Feds) and just keep their existing engineered kit, but it would hit new players more as they wouldn't be able to gain that access in the first place.

So the consequences would be much more consequential for new players trying to catch up than for existing players who've already got their ships fitted out.
It's almost like if they want to avoid consequences of a bubble-wide war they should move to Colonia? :p

Besides, losing ranks doesn't mean you can't regain them later. My alt will never gain any rank (RP: Marlinist disaffected with both superpowers) and I'm doing OK so far.
 
It's almost like if they want to avoid consequences of a bubble-wide war they should move to Colonia? :p
Sure, no objection to that, we could do with our systems being a bit busier :)

It's a problem with all of these "do something interesting and bubble-wide" ideas, though - the things a beginning player would want access to (say the basic five engineers, plus their unlock requirements) are scattered pretty much all over the Sol-Maia bubble. So anything that disrupts basic travel and operations hits them way harder than someone with an engineered fleet, a 40 LY jump range, and a Fleet Carrier ... and anything which doesn't disrupt basic travel and operations is basically unnoticeable.
 
In a war, there should be consequences for fighting for one side or the other.
Yes. Which causes a problem. Obtaining full engineer access requires working for both sides and gaining (a small amount of) opposed ranks.
...
Definitely not advocating for a lack of consequence for things which should require "positive" reputation.

My issue, and why I say they have to rationalise/fix the hostile rep state is that, if you are truly an antagonist of a faction, there is no benefit to seeking open hositility with your target whatsoever; hostile rep is quite literally implemented as an "off" switch to continuing your antagonistic pursuits, under the current game design. It's the biggest steaming pile of trash ever.

Take for example, handing in bonds in a war. Doing so affects the outcome of a war. Currently, there's no implementation of auto-generating megaships when two sides enter a conflict. So if all dockable assets are owned by a faction who you are hostile to, you can no longer hand in bonds. So as an antagonist you have two choices:
  • Get hostile rep, and rely purely on clearing CZs; or
  • Don't get hostile rep, and be able to clear CZs and hand in bonds.

It's a no-brainer; you want the latter, because it's measurably more effective. This is beyond daft.

Then there's the complete absence of sense around criminal records, anonymity protocols and the "insta aggro" of hostile rep. Anonymity protocols render the pilot by-definition anonymous, so it makes absolutely no sense that a wanted pirate with level 10 notoriety can go through security undetected, but someone with hostile rep and no notoriety is instantly detected. If you have hostile rep, you should be operating under anonimity protocol rules; you can dock, but are unable to access station services, and are kill on sight if scanned.
(and let's not go near how being wanted locks you out of station services when docked, but being hostile and docked does not; further evidence about the absence of thought put into this rep state)

And then there's the infinitely worse impact of Hostile rep on Odyssey. Suddenly, all those covert activities and other antagonistic options against a faction (remembering; covert means you undertake the job undetected) are no longer an option, because for some reason despite literally crawling behind a hill, the enemy 100m away goes "oh that's a bad guy, lets kill him!" yet magically cannot do that for a wanted criminal.

It's utterly absurd. You don't get locked out of bounty hunting because you bounty hunt a lot. You don't get locked out of mining because you've mined a lot. Hell, you don't even get locked out of crime because you've committed a lot of crime. And if you help a faction a lot, you aren't locked out of helping them more. Why the heck do you get locked out from hurting a faction when you hurt it a lot. It's stupid and is years overdue to be fixed.

Right now, there are only consequences, and no benefits for picking a side, and that's rubbish.
 
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In a war, there should be consequences for fighting for one side or the other.

Consequences for new players only or for established players?

'Your Fleet Carrier has been destroyed along with all docked ships by a fleet of the Imp / Fed Navy, as you are in a war Insurance has refused to pay out and you will have no more insurance at all, shame but dont bother crying about it, this is war'

And Neutral doesnt mean 'enemy of both sides' so there would be zero consequences for remaining neutral or joining the Alliance, or the Utopians or anybody else. The bubble doesnt belong to just the Imps and Feds just because you all strut around thinking you own it.

But no point theorycrafting right now anyway, any War wont start for at least 12 months or the 2 year storyline will just have 18 months of war reports - lame. War with someone is the end point and it might not even be human. 2 years later is where that story starts, everything else is just preparation.

Simplest way to take over anwyay is to cause disruption until people are calling out for a strong leader and accept it, trying to impose one will never work, an outside threat (real or imagined or created) will do the job nicely.
 
I think this week I'll go with the suggestion Ian made - no CGs. And I don't think anything else will happen either. Missions get scrubbed over major releases, so I can see then not running CGs. And running a puzzle (except a really simple one) runs the risk of it not being solved before the patch. Plus Arf hasn't been talking about how cunning it is, or posting Emperor memes :)
 
I think this week I'll go with the suggestion Ian made - no CGs. And I don't think anything else will happen either. Missions get scrubbed over major releases, so I can see then not running CGs. And running a puzzle (except a really simple one) runs the risk of it not being solved before the patch. Plus Arf hasn't been talking about how cunning it is, or posting Emperor memes :)
The NMLA are eagerly awaiting the release so they can start their next phase: Concourse bombing.
 
In an all-out war as soon as you land at a superpower aligned station, you should have to declare for one side or remain neutral. If you declare for a side, opposing rank should be stripped and all stations and NPCs run by the other side become hostile. You gain a flag (similar to PP) about who you declared for. Rebuys for your side's ships are greatly reduced and you get a bit of a discount on military outfitting to encourage your participation in combat.

If you declare neutral, rank for both sides should be stripped (you didn't answer the call) but stations won't shoot at you - unless you fly an opponent's rank-locked ship.

The only way to avoid this is to only land at Independent stations until it all calms down.

In a war, there should be consequences for fighting for one side or the other.
What did I say earlier? :)
 
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