Anarchy Faction Coalition BGS

Hello fellow Commanders, I have a anarchy faction, my BGS has been destroyed by on foot gameplay but that’s OK what will be will be ..I strictly play in the open, also in our rules no private or solo play is Allowed.
I have upgraded my suits and weapons and work for the material without destroying somebody else’s BGS..! And I did not go to the penitentiary, So that means that I was in somebody else’s system in open so at any time they could attack me and take me out I see this is the honorable way of playing this game In open all the time. o7 CMDR’s
 
Howdy commanders I’m back had to add something else, please don’t blame FDev for what you’re doing in the game they put in the mechanics it’s up to us to do the right thing.
o7 CMDR’s
 
A group of anarchies doesn't violate the idea of anarchy... they're just working together to keep their local anarchies. Even anarchies have to follow the game mechanics of system influence, and strength is needed for that. The game already biases background movement against anarchies.
Even pirates have a pirate code. It's just that the code is more of a guideline than a binding agreement!

Given, that everybody - who does not want to end up in a detention center - goes to anarchy surface installations, imho, there are not going to be any changes about anarchies' bgs soon. FDev could see this as too conveniant for other players (resp. the majority of players), facing the grind for mats to mod suits and weapons.

A solution for the bgs problems, however, could be to disconnect INF from kills and certain missions in anarchies, as this having any influence on 'society'/INF in anarchies has been kinda illogical from the beginning, even in space only. An inhabited anarchy should be treated like an unhabited one in certain aspects, as the goverment and/or society in an anarchy just would not care about kills that produce a bounty or similar elsewhere.
I agree that one of the defining features of anarchy factions should be that they don't care about bounties or notoriety from other factions. However, these factions really should do more to defend themselves from attack. If you go mass murdering one of their settlements, while they wouldn't issue bounties, they should be sending in well-armed enforcers to take you down, and sending capable hitmen after you in space.

The flip side of this is that saving Anarchy factions is going to require improvements on the supply side for these materials. My preferred approach would be to make restore/reactivate missions much more common. They're already a good way to legally obtain materials, since you can loot a base without consequences once you've dealt with the scavengers and powered it back up. The missions are just somewhat hard to find, so it seems the majority of players are taking the better-advertised murdery approach. If anyone has an in with the major content creators, it would probably help (possibly a lot) to have some well-produced videos showing the benefits of getting materials this way.
 
However, these factions really should do more to defend themselves from attack. If you go mass murdering one of their settlements, while they wouldn't issue bounties, they should be sending in well-armed enforcers to take you down, and sending capable hitmen after you in space.

The flip side of this is that saving Anarchy factions is going to require improvements on the supply side for these materials. My preferred approach would be to make restore/reactivate missions much more common. They're already a good way to legally obtain materials, since you can loot a base without consequences once you've dealt with the scavengers and powered it back up. The missions are just somewhat hard to find, so it seems the majority of players are taking the better-advertised murdery approach. If anyone has an in with the major content creators, it would probably help (possibly a lot) to have some well-produced videos showing the benefits of getting materials this way.
This all sounds correct and could be a solution one would expect from anarchies - send in the Mad Max squad to wipe out the intruders.

Just with normal gameplay it is possible, but what can - let's say - 10 anarchists do against 100 random cmdrs using the more comfortable way to raid bases in anarchies? :unsure:
Since EDO release my squadron has done nothing else than producing INF+ although there is LESS traffic in system than most of the time before legs, and we have been ruling our system for over 2 years. Something has changed and it was not us... ;)

Besides most probably loosing the "work" of over 2 years, it gets boring.
 
Just with normal gameplay it is possible, but what can - let's say - 10 anarchists do against 100 random cmdrs using the more comfortable way to raid bases in anarchies? :unsure:
Since EDO release my squadron has done nothing else than producing INF+ although there is LESS traffic in system than most of the time before legs, and we have been ruling our system for over 2 years. Something has changed and it was not us... ;)
In terms of what groups of anarchist players can do, I think the most effective option is to shed those Odyssey settlements - they are pure liability in BGS terms. Since they are won and lost in wars independently of the overall outcome, it is possible to win a war but lose settlements. You just have to intentionally lose CZs for your side on the ground, and then win enough CZs in space to make up for it.
 
Might point out that anarchy factions are pirates and criminals, not anarchists. Cooperatives are the closest thing to anarcho-syndicalism. No anarchist would ever trade in slaves.
 
Howdy CMDR’s, Well I might point out that I’ve had a anarchy faction for years and we are anarchist, In this game we are all criminals at one point or another.
If you are attacking settlements even anarchist settlements not all personnel in those settlements are wanted or are criminals just regular working stiffs…
To All the anarchy factions that have stop playing because Odyssey , please come back and let’s fight together to get our systems back.
o7 CMDR’s
 
Nice try, but sadly it's anarchies vs. the omnipotent rulers of the galaxy, i.e. FDev. Even all anarchy sympathizers united can't solve this one. Believe me, I've tried to save us from extinction and only managed to turn our demise from quick and painless to slow and horrible:


We anarchies have been doing fine BGS wise for years despite all odds until EDO hit and turned us into the generic villain everyone has to hunt to get ahead in their Odyssey grind. Now every anarchy system that has traffic has to be actively pushed just to keep the status quo and honestly turning a game into a full time job ain't my idea of fun. Opinions may differ, but for me and most anarchist I know the time has come to move on. All good things must come to an end I guess. 🖖
 
Howdy CMDR’s, Well I might point out that I’ve had a anarchy faction for years and we are anarchist, In this game we are all criminals at one point or another.
If you are attacking settlements even anarchist settlements not all personnel in those settlements are wanted or are criminals just regular working stiffs…
To All the anarchy factions that have stop playing because Odyssey , please come back and let’s fight together to get our systems back.
o7 CMDR’s
Just made a peace treaty today with a anarchy faction in the Cockaigne system, how is that?
 
Thankfully, I've not stopped playing to that, due to Odyssey known issue with security (and yes, I also was planned leave the game due to this problem). But... who was will take care of anarchy systems? We all will be in lose position, so I've stayed here and that was good choice. I don't regret my decision to become as an independent anarchist. All anarchists must unity now in those hard times for us and together, we can do more.
 
Hello Commanders I hope all is well in anarchy systems!!!
Feel free to join or effort to keep the galaxy free.
Let’s parlay and come up with a plan let’s all anarchist join together and become off fence instead of defense.
Let’s do what pirates do….!
 
So, the suggestion is that anarchists must unite against a common enemy and co-ordinate their efforts, perhaps even sacrificing themselves for the greater good.

Does this then prove that:
(a) Anarchism, as a practical concept in governance in a universe where interaction with non-anarchists is unavoidable, is by definition impossible?
(b) The only way to save anarchies is for anarchists to become hypocritically anti-anarchistic in attitude?
(c) Anarchism only exists in the ED universe because the organized powers and superpowers allow it and tolerate it, in the sense that they simply couldn't be bothered trying to eradicate it before now?
Necro of an old post but I can't help pointing out nerdily that the tenets of anarchism include mutual aid and cooperative management. While the term anarchy is often used in popular culture to evoke images of scorched earth raiders or disorganised bedlam (in Elite the aesthetics lean in to this idea too) as a political philosophy it's by no means diametrically opposed to organisation... and in fact it's entirely dependent on cooperation. So there's nothing hypocritical about the idea of anarchy factions coming together to help each other. It would be hypocritical if such an alliance led to authoritarian or paternalistic individuals being allowed to take control. Every individual group needs to be mindful of this already if they want to characterise themselves as a 'proper' anarchy.

More importantly though, everything you and I typed above is kind of moot in the context of a multiplayer videogame, a medium I hope would generally be fun and varied. Elite is sim-like in some aspects but I'd be wary of trying to shoehorn IRL political discussions into the gameworld. The reality is many anarchy faction supporters don't even know what the word means, and just want to roleplay fun pirates with cool jackets... and there's absolutely nothing wrong with that. The distribution of government types in Elite can never be a representation of or bellwether for IRL politics because it's just a bunch of numbers glued together to varying degrees of competence in a rootin' tootin' videogame about spaceships. (It could maaaaybe have some value as sociological data but still extremely dubious.)

In this context I'd argue the systematic extermination of any given flavour of faction due simply to Fdev having dropped the ball on BGS balancing is not fun or fair for the players who have invested lots of time in supporting them. A power discrepancy already existed between the government types which you could argue was adding a 'bit of flavour to proceedings', but what we're experiencing now can't really be characterised as a reasonable, planned discrepancy; it's rampant, unintentional systemic bias.

If a specific coalition of, say, Federal players came together with the intention of eradicating a nearby anarchy (which they often do, as Screemonster pointed out) that would be players dynamically interacting with one another via the BGS. One side would win, the other would lose but regardless of outcome there would have been an interaction, a valuable exchange between players in a multiplayer environment. What's happening post-Odyssey is a particular government type is just being strangled by random traffic due to the unfortunate convergence of several mechanics that needed more time in the oven.
 
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It would be a sad loss to the playerbase if the Anarchies were lost, the diversity of the Bubble is one of it's strong points.
Particularly so if they fall before the release of Odyssey on console. To that end the console players might be persuaded to help preserve the Anarchies for their own benefit.
 
It would be a sad loss to the playerbase if the Anarchies were lost, the diversity of the Bubble is one of it's strong points.
Particularly so if they fall before the release of Odyssey on console. To that end the console players might be persuaded to help preserve the Anarchies for their own benefit.
Too late. Most of the players have quit. These are BGS and PvP specialists. They are not alone.
 
What's happening post-Odyssey is a particular government type is just being strangled by random traffic due to the unfortunate convergence of several mechanics that needed more time in the oven.
I'd argue this was happening pre-Odyssey too, where Odyssey just exacerbated the already-existing issues, which is primarily that 90% of available activity targets anarchy factions. For example, consider a small 10Ly bubble. There might be 8 anarchy factions and 48 lawful factions in that bubble. for a given system with a typical distribution of 1 anarchy, 6 lawful factions, if they homogenously generate missions, and each faction happens to generate 4 massacre missions, that's 24 massacres randomly targeting 8 anarchy factions. Meanwhile there will be 4 missions from the anarchy faction, randomly targeting 48 factions.

That means, for a given board generation:
  • Each anarchy in 10Ly is almost guaranteed to have 3 missions available which target them.
  • Each lawful faction in 10Ly has a 10% chance of a single mission targeting it.

That's the problem right there. The ability to reliably target lawful factions through meaningful game activities (e.g missions) is nonexistent.
 
That's the problem right there. The ability to reliably target lawful factions through meaningful game activities (e.g missions) is nonexistent.
That certainly doesn't help, but I think the problem is even stronger than that - even if there were as many missions targeting the lawful factions as the anarchy ones, people wouldn't do the ones targeting the lawful factions anywhere near as often (to an approximation: not as passing traffic) because the bounty+notoriety gains from doing so would make it not worthwhile.

I'd argue this was happening pre-Odyssey too, where Odyssey just exacerbated the already-existing issues
Absolutely this.

A controlling lawful faction will get, from passing traffic alone in even a low double-figures traffic system, positive actions on all four types. It'll get no significant number of negative actions.
A controlling anarchy faction will get positive actions on trade and exploration still, probably not bounties (or at least not very many), and less from missions because the Criminal missions are just plain worse than the lawful ones. It'll also get a fair amount of negative missions against it.

A non-controlling lawful faction will get enough from missions and maybe KWS'd bounties depending on the system to stay in high single figures.
A non-controlling anarchy faction will get far less from missions, no bounties, plus negative missions against it, and be near permanently stuck on 1% influence.

Odyssey's just added a bunch of extra reasons to attack Anarchy factions.

It's mostly the same as the "no-one ever ends up in Civil Unrest" problem that they worked around in 3.6 with the event states but never actually fixed. (because it's not really a BGS problem, it's an attractiveness-of-activities problem)
 
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