Better player faction integration between outside and inside the game

Firstly, my apologies for not understanding this. PS4 cockroach just feeding off the crumbs falling from the table...

Wasn't the Colonia Expansion Initiative a nod in this direction?

Honestly I have read as much as I can but my brain just hurts now, it's only small. Someone explain it to me? Pretty please?
 

rootsrat

Volunteer Moderator
Firstly, my apologies for not understanding this. PS4 cockroach just feeding off the crumbs falling from the table...

Wasn't the Colonia Expansion Initiative a nod in this direction?

Honestly I have read as much as I can but my brain just hurts now, it's only small. Someone explain it to me? Pretty please?

CEI was for existing player factions to have a... new player faction established in Colonia. That is all, there was no new functionalities etc. So now the winners have 2 player factions - one in the Bubble and one in Colonia. And they can't pledge or show allegiance to either. Not in game at least.
 
CEI was for existing player factions to have a... new player faction established in Colonia. That is all, there was no new functionalities etc. So now the winners have 2 player factions - one in the Bubble and one in Colonia. And they can't pledge or show allegiance to either. Not in game at least.

Ah OK, I think understand a little better. It's not what you are asking for, but do you think it could be a kind of test to see what kind of interest there is in player factions getting more functionality in the game? I don't understand what you mean by 'player faction established in Colonia' as I've come to understand that player factions don't have any real mechanics in game.

Sorry I know I am not really adding anything to your thread, which by the way seems a good idea and one I would support in principal. I've seen the Winged Hussars logos/name a lot in the forum and your faction seems to be a great asset to the community. If there is somewhere you can point me without having to answer my daft questions I would be happy to go and read up!
 

rootsrat

Volunteer Moderator
Ah OK, I think understand a little better. It's not what you are asking for, but do you think it could be a kind of test to see what kind of interest there is in player factions getting more functionality in the game? I don't understand what you mean by 'player faction established in Colonia' as I've come to understand that player factions don't have any real mechanics in game.

Sorry I know I am not really adding anything to your thread, which by the way seems a good idea and one I would support in principal. I've seen the Winged Hussars logos/name a lot in the forum and your faction seems to be a great asset to the community. If there is somewhere you can point me without having to answer my daft questions I would be happy to go and read up!

The way it works is lie that: before Player Minor Factions were a thing, a lot of the people in Elite came together and formed groups. Also known as "clans" or a "guilds" in other games. These groups have more or less formal structure, their own forums, communication tools, goals in game, they organise events for their members and the community in general. Some of them started to support some minor NPC faction of choice in game. They fought for it, did missions, expand to other systems and so on. At some point Frontier allowed for player groups to apply to have their own minor faction of the same name as their group. These minor factions are exactly the same as the ones already in game, the only difference is, they were named by the players. But the difference is also this - a lot of the groups associate themselves with their minor faction. They don't separate their out-of-game entity and in-game entity.

I'll give you an example of our group. I have created The Winged Hussars for the Polish community of Elite. We created our separate forums, bought our own Team Speak server to communicate and so on. I wanted a place where I could unite the Polish community and fly together, organise some events together, participate in CG's and so on. When FDEV allowed for player factions, we have applied and we invented the back story for The Winged Hussars faction, we've had a big event of searching for a suitable home system for us. When TWH faction was inserted into the game, we considered it as US, The Winged Hussars. It wasn't a random NPC faction, it was OUR faction. We are The Winged Hussars and we are in game now. Unfortunately, we are not able to show this anywhere, as we can't display TWH name anywhere in game - unlike NPC ships, who can display the faction they belong to. And this is all I am asking for in OP. To be able for the members of my group to be able to affiliate themselves with our in game faction, but as you can imagine, as we are closed group, we wouldn't like for anyone else to be able to do that without our consent. I think it's quite fair, considering we have created TWH and everything it stands for - and that this addition won't affect anybody's gameplay. Anyone will be still able to support or act against our faction. All that we would have is the faction name under our names.

Considering there are hundreds of thousands of factions for everyone to support in the populated space and we are the actual creators of TWH, it's lore, history and we are also behind 2 years of hard work for all that the faction have achieved in game, I really think that it's not that much to ask :)

As for Colonia, at some point Jacques station mis-jumped and got lost in space. It was later found in the system that was renamed to Colonia. The community asked Frontier if we could have a new human colonies created in that area, to create a new populated "bubble", 20 k LY away from Sol. Frontier thought it's a nice idea (and it was!) and so Colonia Expansion Initative was started. Each of the player groups (and most of them already had their factions in game) was able to compete to create a NEW faction in Colonia and the winners would get a planetary base with their new faction controlling it. So we have applied The Winged Hussars Colonia Initiative and won the first round, coming in 2nd place. And so we have 2 factions in game now, where TWH is our main faction and TWHCI is like a baby-faction, a far away, deep space research part of our main faction in Colonia.

Hope this explains that to you! And sorry if I sound a bit chaotic, I'm tired after work today...
 
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Firstly, my apologies for not understanding this. PS4 cockroach just feeding off the crumbs falling from the table...

Wasn't the Colonia Expansion Initiative a nod in this direction?

Honestly I have read as much as I can but my brain just hurts now, it's only small. Someone explain it to me? Pretty please?

CEI was for existing player factions to have a... new player faction established in Colonia. That is all, there was no new functionalities etc. So now the winners have 2 player factions - one in the Bubble and one in Colonia. And they can't pledge or show allegiance to either. Not in game at least.


Not to mention that you have to modify the name of the group in Colonia so it is not the same name as you normal in game faction the way I understand it
 
I would really like to see this implemented. The process needs to stay in the hands of the faction leaders though. Sure there will be 5c attempts but the leaders can vet during the application process and remove the faction label if its needed. Nothings perfect but its not like said faction leaders would let problems arise out of freely handing out tags.
 

rootsrat

Volunteer Moderator
Not to mention that you have to modify the name of the group in Colonia so it is not the same name as you normal in game faction the way I understand it

That is correct.

I would really like to see this implemented. The process needs to stay in the hands of the faction leaders though. Sure there will be 5c attempts but the leaders can vet during the application process and remove the faction label if its needed. Nothings perfect but its not like said faction leaders would let problems arise out of freely handing out tags.

Yes, definitely. And if people are worried about leaders quitting the game, there could be a limited number of officers appointed that would also be able to handle the requests and for example notify Frontier when a leader becomes inactive.
 
I am not a big friend of "managed groups" in a game (saying that as one of the Admins of the "EDC Flying Tiger Squadron", who are registered with FD as well right from the start about two years ago and who are present in 19 systems, "owning" most of them - and who are in control of 35 stations in those). As such, I don't like the idea to create any in-game groups which get managed by players.

Instead, I would propose a very simple thing, which would actually support even more players in playing their game in the way they want to play:

FD should just add the option to pledge allegiance to any minor faction (of course only to one at the same time) - maybe in the same way as the pledging in PP works, only for a minor faction (and with less advantages and less punishment for "defecting" to another faction).

This way, even single players could pledge allegiance to their favourite faction (be it a player faction or not - after all, who cares if your player faction has more supporters than the ones who are actually "registered" on your own web-/Facebook-page? The more, the better! :)

And as a bonus for doing so, every player who is pledged to a minor faction would e.g. get a bonus / discount when trading at any station owned by that minor faction - depending on your own reputation with that faction, e.g.
Hostile-2%
Unfriendly-1%
Neutral0%
Cordial1%
Friendly2%
Allied3%

The bonus/discount would be applied to everything at the stations owned by the minor faction, e.g. commodities, refuel/restock/repair, shipyard, outfitting, bounties (only from that minor faction), combat bonds (only from that minor faction) and exploration data - I would exclude fines, though (for quite obvious reasons - after all, you are not supposed to work against that minor faction, right? ;) ).

This would help people to kind of "feel at home" in the systems owned by the minor faction they pledged alliance to, without taking away anything. And since everybody could simply pledge to any minor faction, it wouldn't give members of player groups any advantages over players who don't want to be part of a player group.

As I wrote, defecting should work in a similar way as it does in PP - only with less punishment (since it's not such a big deal compared to PP), e.g. that you cannot pledge to another minor faction for 24 (or 48) hours after defecting (to reduce the exploit chances).

Since you don't get any "secrets" by just pledging to a group, it shouldn't be a problem for your group's role play and goals - since all your RP and lore are on your own group's web-/Facebook page, so somebody who pledges to your player faction in game won't get any hold on anything like that (unless your members tell them in the chat... but it would be fun to have the possibilities to have some "spies" - read: players who pledge to the minor faction in game only and then try to get gather intelligence from your group member's via chat - in game through that as well :O ).

This idea would be quite inclusive (and for sure much easier to implement for FD, since no "group management interface" is needed) than having player managed groups who can control who pledges to "their" minor faction.

Just my 2 cents.
 
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I am not a big friend of "managed groups" in a game (saying that as one of the Admins of the "EDC Flying Tiger Squadron", who are registered with FD as well right from the start about two years ago and who are present in 19 systems, "owning" most of them - and who are in control of 35 stations in those). As such, I don't like the idea to create any in-game groups which get managed by players.

Instead, I would propose a very simple thing, which would actually support even more players in playing their game in the way they want to play:

FD should just add the option to pledge allegiance to any minor faction (of course only to one at the same time) - maybe in the same way as the pledging in PP works, only for a minor faction (and with less advantages and less punishment for "defecting" to another faction).

This way, even single players could pledge allegiance to their favourite faction (be it a player faction or not - after all, who cares if your player faction has more supporters than the ones who are actually "registered" on your own web-/Facebook-page? The more, the better! :)

And as a bonus for doing so, every player who is pledged to a minor faction would e.g. get a bonus / discount when trading at any station owned by that minor faction - depending on your own reputation with that faction, e.g.
Hostile-2%
Unfriendly-1%
Neutral0%
Cordial1%
Friendly2%
Allied3%

The bonus/discount would be applied to everything at the stations owned by the minor faction, e.g. commodities, refuel/restock/repair, shipyard, outfitting, bounties (only from that minor faction), combat bonds (only from that minor faction) and exploration data - I would exclude fines, though (for quite obvious reasons - after all, you are not supposed to work against that minor faction, right? ;) ).

This would help people to kind of "feel at home" in the systems owned by the minor faction they pledged alliance to, without taking away anything. And since everybody could simply pledge to any minor faction, it wouldn't give members of player groups any advantages over players who don't want to be part of a player group.

As I wrote, defecting should work in a similar way as it does in PP - only with less punishment (since it's not such a big deal compared to PP), e.g. that you cannot pledge to another minor faction for 24 (or 48) hours after defecting (to reduce the exploit chances).

Since you don't get any "secrets" by just pledging to a group, it shouldn't be a problem for your group's role play and goals - since all your RP and lore are on your own group's web-/Facebook page, so somebody who pledges to your player faction in game won't get any hold on anything like that (unless your members tell them in the chat... but it would be fun to have the possibilities to have some "spies" - read: players who pledge to the minor faction in game only and then try to get gather intelligence from your group member's via chat - in game through that as well :O ).

This idea would be quite inclusive (and for sure much easier to implement for FD, since no "group management interface" is needed) than having player managed groups who can control who pledges to "their" minor faction.

Just my 2 cents.

This^^

I'd be happy if there was a time gate to Pledge to an in game Minor Faction.
Allied plus a month cool off. = Pledge.
Defect = two month cool down.

That should be a deterrent to any but the most hardcore of False Flaggers.

Countdown to "Pledge Day"
 
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Robert Maynard

Volunteer Moderator
This^^

I'd be happy if there was a time gate to Pledge to an in game Minor Faction.
Allied plus a month cool off. = Pledge.
Defect = two month cool down.

That should be a deterrent to any but the most hardcore of False Flaggers.

Countdown to "Pledge Day"

Could work (I especially like the cool-downs) - although it would not seem to handle pledged CMDRs attacking / destroying each other - I'd expect that there would have to be some form of penalty for attacking a clean CMDR pledged to the same Faction.
 
"but anyone can add the same Ship ID as we use and that's no good."

Why? Your faction is the sci-fi equivalent of a biker gang. Anyone can stencil "Sons of Anarchy" on their jacket if they want to. It's your job to enforce the tag and make sure it means something if it's something you care about, not the devs. You don't get to wave a magic wand and suddenly control what game features people can and can't access.

If you want more than that, then you can grow the group in size and influence until it becomes a Power, like Yuri Grom. At which point you can start to claim territory and take pledges and have an affiliation tag and show up in the GalMap. That is literally the bare minimum before your group should ever be able to start throwing their weight around and intruding on the main game. And even then you don't get to have a single person dictating who can and can't affiliate with your group.

No individual player should ever have admin privileges over any aspect of any other player's game. Use the ship ID tags to identify to each other, and do the work required to enforce those tags if it's so important to you.
 
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Jane Turner

Volunteer Moderator
This is very much where I was coming from all the way back on the first few posts.

People should be able to pledge to any minor faction - not just the player factions and adopted ones. If a player group is false flagged - that's where good PR comes in. For it to become an issue it will have to manifest in Discord/Reddit/forum drama - which is where it should be dealt with. Not only false flagging but double bluff false flagging should be a thing. If this goes ahead I can see us running an official CIU pilot roster
 
I post this thread to see what the support for my idea would be from the community.

Before I start, I'd like to explain the context of my post and show people where I'm coming from. If you're a group leader, you can skip this part, as you will most likely understand. The intro is aimed and people who perhaps never belonged to a group/clan/guild or don't understand that "guilds" (I call them FACTIONS) are actually part of the game now.


INTRODUCTION

There are many player groups in Elite now, many of which also have their player factions in game. I'm sure that most of the members of such groups feel attached to their in-game factions and affiliate with them, supporting their influence, expanding to other systems, winning wars etc.

This is the closest equivalent to "guilds" or "clans" we have in Elite now. Whether you support the idea or not - the fact of the matter is, "guilds" exist in this game. Now, before you start protesting, let me put some context of what I mean by that, so that you understand where I'm coming from.

It's the nature of such games and their communities - people will naturally start cooperating to achieve common goals and then form a certain bond. When Frontier introduced player factions in Elite, it was only natural for the people that created these factions to form a connection and emotional attachment to their creations. I will use my own example.

My group has around 250 people in it. Shortly after our group was formed, our faction was added to the game. We have created it, gave it history, lore and description. We have been supporting it for over 2 years now, controlling the expansions, wining wars and playing together to achieve the goals we set for our group. We've seen our in game faction expanding to surrounding systems and at this point we control 24 systems or so. We have separate forums with over 65k posts, we have our own TS server, Discord and so on.

We consider ourselves a FACTION in Elite world (or a clan, a guild, whatever you want to call it - I prefer faction, as it's in line with Elite lore and nomenclature) and we don't separate our out-of-game entity and our in-game entity. The Winged Hussars is our faction and we are extremely proud of what we've achieved. We also fully accept the fact that anybody can support or work against our faction. This is perfectly fine. But I think it's totally understandable that after 2 years of working our bottoms for the entity we have created, after 2 years of ups and downs, wins and loses, wars and peace treaties, diplomatic actions, community events, NPC's we've created to support our lore and history, all the role playing and all the other things we've achieved, after all this, we consider The Winged Hussars OUR faction.

I'm sure there are many other groups like our one and that's what I mean that there are "guilds" in Elite. This is the context. So, if you are a stark adversary of the idea of guilds - please try to be objective and look at things from our point of view. Because the player factions are a thing in Elite and the game is not about a single player vs the universe anymore - however I believe it is still the biggest part of Elite. But the player groups (guilds/clans) are definitely part of Elite now - in the context I have presented above.



Now that we have that clarified, to the main part of my post:

PROPOSITION:

In the context of the above, I think that there is one feature missing from the game to better support player factions: the ability for the faction members to affiliate themselves with their faction IN GAME. We have forum signatures to show, we have external forums, we are flying under our faction banner for all this time and yet the only place where we cannot show we are part of this faction is the most important place - IN GAME.

This is very important for many groups out there. We are proud of what we've created and achieved as a group - and we'd like to show for it. Up till 2.3 there was no way to show the faction allegiance. With the arrival of ship names and ID's, it's the closest to what we have to be able to do that. In our group we use Ship ID as a "faction tag" to show we are working for The Winged Hussars, but anyone can add the same Ship ID as we use and that's no good.

So my proposal is to implement some basic faction management tools and faction recognition on the HUD. Just like the NPC's show which faction they belong to and Power members show their power allegiance.

All I'd like to see, as a group leader and creator of The Winged Hussars player faction is the ability for other players to pledge to my faction and for me to accept these requests. Then "The Winged Hussars" would show under their Commander names to indicate they are members of that faction.

This would be available only to the person that submitted the group and faction creation form to Frontier.

All the rest of the current implementation would stay the same - I don't want control over our assets, I don't want system restrictions or anything like that. I simply want to be able to pledge allegiance to my faction and have some basic control over who can be a member of my in-game player faction.

To the people that oppose the idea - please try staying objective and look at it from a large group's leader point of view. All I ask for is the ability to show my faction name in HUD, so I - and other group members - can be recognised as part of our faction in game. The people that are not part of our faction would still be able to support it, take missions, passengers and do all the other things they do now. I am not proposing to take anything away from anybody and I don't want to change other people's game or force them to do anything.


This change would not affect anybody's gameplay, it would only add integration between player factions outside and inside the game.


I wonder what the support for this kind of idea is out there in the community... Please post your thoughts below and [modhat on] may I ask to refrain from vitriol, sarcasm, personal remarks, offtopic posts about how bad Elite is or derailing this thread to Open/Solo debate. Let's have a civilised and meaningful discussion for once.


Thanks.

I support the basic idea of the proposal.

The details are useless to talk about here. The FDev will deal with them.
 
Could work (I especially like the cool-downs) - although it would not seem to handle pledged CMDRs attacking / destroying each other - I'd expect that there would have to be some form of penalty for attacking a clean CMDR pledged to the same Faction.

Why?

People in the UK atacck people in the UK all the time. We have a C & P system in game (in the UK obviously as well), I cannot see why it is different from a player pledged to faction A attacking a clean NPC form faction B.

Simon
 

Robert Maynard

Volunteer Moderator
Why?

People in the UK atacck people in the UK all the time. We have a C & P system in game (in the UK obviously as well), I cannot see why it is different from a player pledged to faction A attacking a clean NPC form faction B.

Simon

Why should CMDRs receive no Faction penalty for attacking / destroying CMDRs pledged to the same Faction? There'd quite reasonably be a reputation hit that could, ultimately, forcibly un-pledge the attacking CMDR.

Pledging to a Faction could be considered to me akin to applying for residency (as in most cases the Faction in question will not be in the home system of the CMDR) - and bad behavior would reasonably result in expulsion.
 
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Why should CMDRs receive no Faction penalty for attacking / destroying CMDRs pledged to the same Faction? There'd quite reasonably be a reputation hit that could, ultimately, forcibly un-pledge the attacking CMDR.

Pledging to a Faction could be considered to me akin to applying for residency (as in most cases the Faction in question will not be in the home system of the CMDR) - and bad behavior would reasonably result in expulsion.

But why should they recieve a faction penalty? Actually they technically would today, their rep with the faction would reduce, in the same way as attacking an NPC of faction A reduces your rep with faction A. I just do not get why you singled it out as a special case from a game mechanics point of view.

I think what I am asking is: I am missing something - why do you think it is a special case?

Simon

Did an edit.

Actually I believe you should have to be allied to pledge to a minor faction. Lose your allied status, and you become unpledged. Which is arguably a punishment, fail too mant missions, shoot too many people on the same side etc.
 
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