My suggestion here requires no new game assets beyond maybe GUI elements.
The suggestions are to drive a greater desire for players to want to be in a squadron and participate in action related to their minor faction that are more then just Role Play.
These suggestions are open to being tweaked its more to float the idea where I am going with this.
After participating in expanding a past minor faction in to all neighbouring systems, I asked myself why the eff was I even bothering. The gains were superficial and nor were they unique to that faction.
I could push my rep up with any number of factions and achieve the same. I was asking what could make this squadron stuff and minor factions worth while, what could make this system desirable even enviable to other squadrons.
So if your Minor faction has become the controlling faction of the system there should be real tangible gains
Tier 1 Influence when minor faction becomes controlling faction (bonuses become active after 1 week of control)
+10% base improvement to mining refine rates, the lore excuse can be improved metallurgy and geological studies of the system.
+10% to ship and on foot bounty vouchers, the excuse can be that the squadron act as a police and get paid better by controlling faction.
-10% to security response time to squadron members coming under attack
+1 to the ranks of all lowest rank foot soldiers at bases controlled by your minor faction (when not in conflict zone)
+1 to quantity for raw mats gathering, can use the same excuse as that for refine rates above
Tier 2 Influence when the minor faction has added 3 more systems to list of controlled systems (and has at least 4 weeks tenure at HQ system)
additional +3% more base improvement to mining refine rates
additional +3% more to ship and on foot bounty vouchers
further -3% off security response time to squadron member coming under fire
-50% off rebuy when ship lost in space controlled by minor factions and rebuy location is also in space controlled by minor faction.
Tier 3 Influence when the minor faction has had 4 total system controlled for 12 weeks
additional +3% more base improvement to mining refine rates
additional +3% more to ship and on foot bounty vouchers
further -3% off security response time to squadron member coming under fire
Separate variables
+2% refine refine rate, when pristine rings present
-2% security response, when squadron owned carrier present (bonus caps at 1 carrier so no stacking)
Exploration bonuses
-50% on penalty cashing in universal cartographics and genomics data at squadron owned carrier where carrier has not moved in 24 hours
+10 LY When using jumponium boosted jump when jumping from within vicinity of the squadron owned carrier (eg under 10km)
The suggestions are to drive a greater desire for players to want to be in a squadron and participate in action related to their minor faction that are more then just Role Play.
These suggestions are open to being tweaked its more to float the idea where I am going with this.
After participating in expanding a past minor faction in to all neighbouring systems, I asked myself why the eff was I even bothering. The gains were superficial and nor were they unique to that faction.
I could push my rep up with any number of factions and achieve the same. I was asking what could make this squadron stuff and minor factions worth while, what could make this system desirable even enviable to other squadrons.
So if your Minor faction has become the controlling faction of the system there should be real tangible gains
Tier 1 Influence when minor faction becomes controlling faction (bonuses become active after 1 week of control)
+10% base improvement to mining refine rates, the lore excuse can be improved metallurgy and geological studies of the system.
+10% to ship and on foot bounty vouchers, the excuse can be that the squadron act as a police and get paid better by controlling faction.
-10% to security response time to squadron members coming under attack
+1 to the ranks of all lowest rank foot soldiers at bases controlled by your minor faction (when not in conflict zone)
+1 to quantity for raw mats gathering, can use the same excuse as that for refine rates above
Tier 2 Influence when the minor faction has added 3 more systems to list of controlled systems (and has at least 4 weeks tenure at HQ system)
additional +3% more base improvement to mining refine rates
additional +3% more to ship and on foot bounty vouchers
further -3% off security response time to squadron member coming under fire
-50% off rebuy when ship lost in space controlled by minor factions and rebuy location is also in space controlled by minor faction.
Tier 3 Influence when the minor faction has had 4 total system controlled for 12 weeks
additional +3% more base improvement to mining refine rates
additional +3% more to ship and on foot bounty vouchers
further -3% off security response time to squadron member coming under fire
Separate variables
+2% refine refine rate, when pristine rings present
-2% security response, when squadron owned carrier present (bonus caps at 1 carrier so no stacking)
Exploration bonuses
-50% on penalty cashing in universal cartographics and genomics data at squadron owned carrier where carrier has not moved in 24 hours
+10 LY When using jumponium boosted jump when jumping from within vicinity of the squadron owned carrier (eg under 10km)