One thing this new change flips completely onto its ear is that a previous strategy of championing a single faction and, through a succession of hard fought wars and other BGS work, pushing one or two other factions down to the bottom of a system's INF rank. That's been the strategy for forcing retreat, right? In so doing, with a LOT of hard work, people fought numerous wars for their favored faction(s), often ending up with all of a system's assets under a single ownership.
With this new change, it seems like an invader (or a bottom-ranked faction) can climb in INF all the way up to challenge the controlling faction without any barriers. Then, isn't the first war for the control of the most valuable asset?
So an invader can come into a system, fight ONE war, and potentially end up in control of the most valuable asset AND control of the system.
Do I have this wrong? Or should the change also have included a change that says that the faction that has risen in INF to challenge any of the system's asset owners must fight the war for the LEAST valuable asset?
I kinda see where you're going, but the situation is no different to the current mechanics (or the old ones) where, if you go to war with a faction with all assets, you'll win the most valuable (being the control station). That's no different. The difference now is that yes, you won't enter a bunch of intermediate wars where no sides hold assets along the way. I can see where this might appear problematic, but (especially if you were trying to expand), I feel it was a much worse situation having 2-4 factions locking up influence in a chain of pointless wars because they're all intertwined in terms of influence levels, leaving the lead faction unable to gain (or lose) any assets.
That said, the scenario of going to a single conflict with the faction owning all assets and winning control of the system has always been a point of contention. I don't think these mechanics change or introduce any problems that haven't already existed previously.
On your description of getting a faction with all assets to retreat and handing over all assets to the system controller... on consideration of the BGS as a "strategy game" I've always found that mechanic to be somewhat perverse and broken. Putting a faction down to >2.5% when they hold assets should, imo, actually trigger a conflict for control of that asset (like a reverse coup war), and the faction's retreat becomes a staged departure rather than an instantaneous handover of (potentially) 90% of a systems holdings to a faction who may not necessarily be the most dominant. Whether it triggers a war with the dominant faction or a random faction is debatable... but my preference would be a random faction. But I've never cared too much as, from my other posts, I don't really see the BGS primarily as that strategy game, rather just a "background sim"... and in that context the retreat/assets mechanic is at least "a decision" to answer a question.
Realistically, there's a greater rework of the whole conflict mechanics required for anyone who cares about the "strategy side" of the BGS. Just some spitball ideas
- As discussed, a faction going into a potential retreat state should actually go into a conflict for control of their asset (and as a safeguard from abuse, the triggering faction cannot 'attack' assets through such wars, only 'defend', to use the current terminology)
- Equalization conflicts (where the two faction influences equalize) should fight for the *least* valuable asset. Coup wars (<70ish% influence) should be for the most valuable.
- Another mechanic should exist (don't know what this needs to look like) in order for the controlling faction to "reach down" and trigger a conflict for other held assets... maybe something like the old investment state mechanics but focused on coup wars, and with an influence trigger higher than expansion.
So, yeah... I kinda see where you're going, but the conflict system is kinda broken anyway, so your suggested change to make wars be for the least valuable asset would, imo, just exacerbate extant issues.