tl;dr While this shouldn't come as a surprise to anyone, FD need to stop using CG's as a narrative crutch, where they tell a non-interactive story which culminates in a single, week long CG for two equally uninspiring sides. Instead, they should use narrative via galnet to sow activities for players to undertake over time with small, incremental effects. That will attract players who are committed to the narrative and incremental change which can happen over weeks, even months. There's plenty of in-game mechanics for FD to hook activities onto, but they keep falling back to contrived CGs to drive events.
---
I risk prejudicing this whole situation by posting this, but I'd rather draw attention to something and risk having it burned down in a perhaps interesting narrative, than for it to sit abandoned like so many other storylines.
Did you know that Nova Imperium are now in a *stronger* position than prior to the conflict that decimated them in Paresa? They now control the Paresa system and hold *three* assets within the system. Of course, if you listen to the narrative, Nova Imperium is all but defeated. The execution of key senators may, in plot terms may indeed have "decimated" Nova Imperium, but by any in-game measure, Nova Imperium are now a rising force of greater power than before the CG conflict which "ended them". If you don't know what that means and want a "story so far"...
- FD began the Hadrian Duval/Nova Imperium storyline via Galnet, with no player interactivity available.
- FD eventually injected the Nova Imperium faction into Paresa.
- NI then entered an Election with one of the local factions, and was actually winning, and would have seized their first asset.
- FD hand-of-godded things in the system, and put NI at war with some rando faction not even native to the system, for a CG essentially touted as the battle for the future of the empire.
- Of course, the Empire, represented through some rando faction, won. Pitting an established, known entity like the Empire against a comparatively unknown insurgent entity was always going to have a predictable outcome, notwithstanding the somewhat broken nature of conflict CGs[1]
- All this went down, signalling the apparent defeat of NI much like the League of Reparation. (Personal note: At this point, I expected NI to be removed just like LoR were)
- Since then, without moths to the flame of the CG keeping them down, NI has won three conflicts earning them as many assets and control of the system.
So, what's happened? Put short, not many people actually cared about supporting the Empire, they just cared about the CG. All those people have cleared out to the next activity... meanwhile people who actually care about propping up Nova Imperium have continued doing so, with apparent success. Now, it might sound like I've got a problem with the "Not many who actually cared about the supporting the Empire", but that's actually not the case. Conflict CGs will always get people wanting to line their pockets supporting the winning side. But FD should know this, and if their goal is to make convincing, engaging narratives, they need to stop thinking a conflict CG is sensible way to conclude a narrative.
One of the problems with the NI narrative highlighted by Empire supporters was the concept of "What if NI won?". The way it was painted was as if NI won, Hadrian would become Emperor, and the concern was "How the heck can a small insurgency like that suddenly take over the Empire??"... and the truth of the matter is it couldn't, and wouldn't, because the concept of a small insurgency group fighting a rando faction in a rando system resulting in a change leadership for the entire Empire is completely absurd. Frankly, why would the Empire even care so much about such a small group? And this is exactly the scenario we have now post-CG... those who were "Supporting" the Empire have moved on in the mind that NI has been defeated... but they were "moved on" before the CG even started, it was only when the CG slapped an impossible to remove target on their back that everyone "Came to the Empire's rescue".
Meanwhile, everything that's happened *since* that CG, resulting in Nova Imperium seizing Paresa, is compelling and interesting, and importantly, slow, incremental change, as that generally how insurgencies will work. Be off-the-radar enough for people to not see you as a threat, giving you freedom of action to build, develop and eventually, conquer.
Unfortunately, as far as I can tell from FD's narrative, NI was defeated. So are they going to care? I'll believe it when I see it... but I think it would've been far more sensible for FD to tell the NI story as something like this:
- Throw Nova Imperium into the game as a faction, like they did.
- Let players run with it for a while. Weeks, maybe a couple months. Passively, FD could check in now and then with the progress and cack up some sort of narrative to accompany the player-driven development of NI.
- Eventually, they might expand to and conquer several systems, at which point Empire supporters may actually start to care (Lugh, anyone?)
- If FD wanted to throw a conflict in there, have it represent a key flashpoint in NI's expansion, but not a game-ender.
- If they eventually wanted to bring it to the end-game, turn it into a multi-front battle. FD could even have done a process where PMF leaders could nominate their faction to support NI in said multi-front war (with consequences if they lost, or becoming a control system for a new power if they won)
That's just one spitball example of how FD could have cut it. I'm not trying to provide that here, just saying there exists more interesting ways than 1. Non-interactive storyline, followed by 2. CG whose outcome is pretty much already decided, to determine the ultimate outcome.
Of course, by posting this, I may draw negative attention to NI and they'll just get smacked down again now. But hey, maybe FD could make something of it.
[1] I won't go into it here because it's a whole post on it's own, suffice to say any conflict CG is decided on Day 1... even hour 1. As soon as one side gets an advantage, any new people going to the CG with no particular allegience to either side, will go with the winning side, and there's no recourse at that point because of the cumulative increasing difference in bonds. Conflict CGs should ditch the combat bond aspect, and have the outcome decided purely by the new BGS conflict mechanics.
---
I risk prejudicing this whole situation by posting this, but I'd rather draw attention to something and risk having it burned down in a perhaps interesting narrative, than for it to sit abandoned like so many other storylines.
Did you know that Nova Imperium are now in a *stronger* position than prior to the conflict that decimated them in Paresa? They now control the Paresa system and hold *three* assets within the system. Of course, if you listen to the narrative, Nova Imperium is all but defeated. The execution of key senators may, in plot terms may indeed have "decimated" Nova Imperium, but by any in-game measure, Nova Imperium are now a rising force of greater power than before the CG conflict which "ended them". If you don't know what that means and want a "story so far"...
- FD began the Hadrian Duval/Nova Imperium storyline via Galnet, with no player interactivity available.
- FD eventually injected the Nova Imperium faction into Paresa.
- NI then entered an Election with one of the local factions, and was actually winning, and would have seized their first asset.
- FD hand-of-godded things in the system, and put NI at war with some rando faction not even native to the system, for a CG essentially touted as the battle for the future of the empire.
- Of course, the Empire, represented through some rando faction, won. Pitting an established, known entity like the Empire against a comparatively unknown insurgent entity was always going to have a predictable outcome, notwithstanding the somewhat broken nature of conflict CGs[1]
- All this went down, signalling the apparent defeat of NI much like the League of Reparation. (Personal note: At this point, I expected NI to be removed just like LoR were)
- Since then, without moths to the flame of the CG keeping them down, NI has won three conflicts earning them as many assets and control of the system.
So, what's happened? Put short, not many people actually cared about supporting the Empire, they just cared about the CG. All those people have cleared out to the next activity... meanwhile people who actually care about propping up Nova Imperium have continued doing so, with apparent success. Now, it might sound like I've got a problem with the "Not many who actually cared about the supporting the Empire", but that's actually not the case. Conflict CGs will always get people wanting to line their pockets supporting the winning side. But FD should know this, and if their goal is to make convincing, engaging narratives, they need to stop thinking a conflict CG is sensible way to conclude a narrative.
One of the problems with the NI narrative highlighted by Empire supporters was the concept of "What if NI won?". The way it was painted was as if NI won, Hadrian would become Emperor, and the concern was "How the heck can a small insurgency like that suddenly take over the Empire??"... and the truth of the matter is it couldn't, and wouldn't, because the concept of a small insurgency group fighting a rando faction in a rando system resulting in a change leadership for the entire Empire is completely absurd. Frankly, why would the Empire even care so much about such a small group? And this is exactly the scenario we have now post-CG... those who were "Supporting" the Empire have moved on in the mind that NI has been defeated... but they were "moved on" before the CG even started, it was only when the CG slapped an impossible to remove target on their back that everyone "Came to the Empire's rescue".
Meanwhile, everything that's happened *since* that CG, resulting in Nova Imperium seizing Paresa, is compelling and interesting, and importantly, slow, incremental change, as that generally how insurgencies will work. Be off-the-radar enough for people to not see you as a threat, giving you freedom of action to build, develop and eventually, conquer.
Unfortunately, as far as I can tell from FD's narrative, NI was defeated. So are they going to care? I'll believe it when I see it... but I think it would've been far more sensible for FD to tell the NI story as something like this:
- Throw Nova Imperium into the game as a faction, like they did.
- Let players run with it for a while. Weeks, maybe a couple months. Passively, FD could check in now and then with the progress and cack up some sort of narrative to accompany the player-driven development of NI.
- Eventually, they might expand to and conquer several systems, at which point Empire supporters may actually start to care (Lugh, anyone?)
- If FD wanted to throw a conflict in there, have it represent a key flashpoint in NI's expansion, but not a game-ender.
- If they eventually wanted to bring it to the end-game, turn it into a multi-front battle. FD could even have done a process where PMF leaders could nominate their faction to support NI in said multi-front war (with consequences if they lost, or becoming a control system for a new power if they won)
That's just one spitball example of how FD could have cut it. I'm not trying to provide that here, just saying there exists more interesting ways than 1. Non-interactive storyline, followed by 2. CG whose outcome is pretty much already decided, to determine the ultimate outcome.
Of course, by posting this, I may draw negative attention to NI and they'll just get smacked down again now. But hey, maybe FD could make something of it.
[1] I won't go into it here because it's a whole post on it's own, suffice to say any conflict CG is decided on Day 1... even hour 1. As soon as one side gets an advantage, any new people going to the CG with no particular allegience to either side, will go with the winning side, and there's no recourse at that point because of the cumulative increasing difference in bonds. Conflict CGs should ditch the combat bond aspect, and have the outcome decided purely by the new BGS conflict mechanics.