And my question here is, how do you intend to provide payback in a way that isn't already facilitated by the game (to which this suggestion is excess to)?
I'm going to ramble on a lot away from your actual comment here, so 90% of this is actually not in reply to your comment... but if your target is the supported faction, you can see that already; daily tick represents the changes to the BGS, so go forth and provide "payback" in a way that undoes whatever changes you didn't like.
If your target is an individual or group of players, as most seem to want here, you're out of luck, as that simply
doesn't work the way you think it will.
Firstly, instancing, secondly, no cross-platform, thirdly, solo/PG. Even if you luck out and happen upon the person causing you grievance, killing them doesn't change much, and in fact, there's a high chance, particularly if you're a defender, that it works
against you, rather than for you... plus all the time invested in trying to hunt down an individual player... you could've done a range of way more effective actions to push the BGS in the direction you want anyway. Remember; the intent of the BGS was for players to interact indirectly, via interactions with the NPC factions. Not directly player-to-player.
This video, while tipping 6 years old now, is still relevant and has only been reinforced by FD over years. It makes the claim that the BGS is all about indirect activities, and they actually call out that it's
not about players pulling out the lasers and shooting each other. But let's unpick this, and then you'll come to understand why players are against anything moving towards this end.
As soon as FD makes a change which supports an overall direction or design philosophy, they need to approach that as a wholistic, functional aspect of the game. To just do small things like this is wasted effort trying to boil the ocean.
Take a look at Powerplay. It's original implementation was
meant to be much more closely coupled to the BGS, with factions rising and falling from Power status. This route was abandoned, and for pretty obvious reasons.
Powerplay was meant to be a balanced, group-vs-group, strategic game activity, allowing players to interact directly for or against a group's collective goals.
The BGS is almost completely opposed to this, as the BGS:
- Is fundamentally unbalanced (in so many ways)
- Is not group-vs-group, instead representing the actions of anyone regardless of allegience
- Prefers indirect interaction between players
Many BGS players, myself included, were excited about Powerplay, because it seemed like that aspect of the BGS was being uplifted into that group-vs-group activity, and indeed, with the original intent of Powerplay, that's how it seemed pitched. But FD backed away from that, very clearly delineating Powerplay as that group-vs-group activity on it's own, and leaving Factions the "flavoured backdrop" that we play against.
And that's the clincher here.
Suggestions like this lean in to the "directed player-vs-player" component... which is Powerplay. Suggestions like those of
@Rubbernuke I won't fundamentally disagree with, because it's approaching it from a wholistic, functional approach. Players approach suggestions of the OP as isolated cases... but people push back against it because, as far as anyone knows, FD's position is still that BGS = background flavour, Powerplay = group vs group. To make a "small" suggestion better suited to Powerplay, which affects the BGS, is either:
- A waste of time, because for obvious reasons it's not something the BGS needs; or
- A broader suggestion to fundamentally shift a core aspect of the whole game, which many players have built their playstyle around.
You can then of course, suggest that "Well, maybe the entire core concept of the game
should shift"... which as a theoretical idea, sure, I can't disagree with that. But in practical terms, have fun with that.... you'd have better luck suggesting Call of Duty should be rewritten to be more like Mario Kart.