Don't inject player groups in rare goods systems

Just called into Gilya to find a player group have been injected there.

They are democrat, so may as well kiss goodbye forever to the rare good, Gilya Signature Weapons. Some of us have spent months of effort getting some of these rare goods freed up. Fankly, I'm beyond angry at this.

I thought FD had learned from their mistake in Wolf 1301. Clearly not.
 

_trent_

Volunteer Moderator
I don't have an issue with player managed factions going into 'rares' systems if the blocking criteria for that rare is removed.

If player groups are going into such systems, they need to be made aware that they are likely to face BGS activity against them. I'm not sure that all of them understand that, most BGS players get a faction THEN start working out how the black box works.
 
This is something that really needs to be on the list of things they check before injecting Player sponsored Factions.

Perhaps send a (polite) PM to Brett asking if he could pass this on to the team concerned?
 
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Just called into Gilya to find a player group have been injected there.

They are democrat, so may as well kiss goodbye forever to the rare good, Gilya Signature Weapons. Some of us have spent months of effort getting some of these rare goods freed up. Fankly, I'm beyond angry at this.

I thought FD had learned from their mistake in Wolf 1301. Clearly not.

That is awful, and I think we can be fairly sure it is just carelessness on FD's part.

Not this faction (I hope), but I guess if there was a role-play faction who were actively anti-drugs (or similar), and they declared this, then FD should allow it - but by the same token, that faction could expect fierce resistance. If it is just carelessness by FD and lack of understanding on the part of the new player group, then it's not so simple.

Another fine mess :mad:
 
Just called into Gilya to find a player group have been injected there.

They are democrat, so may as well kiss goodbye forever to the rare good, Gilya Signature Weapons. Some of us have spent months of effort getting some of these rare goods freed up. Fankly, I'm beyond angry at this.

I thought FD had learned from their mistake in Wolf 1301. Clearly not.

Thanks for the tip, so we have another playergroup doomed to die before rising :D

What about a corporate faction in Kamitra making Kamitra Cigarres disappearing? Making it impossible to unlock engineers can maybe be a wake-up for Frontier to prevent this in the Future :D:D
 
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Mayhaps a better solution is to separate the rare market from the commodities. Make it so that the BGS doesn't affect the rares in the same fashion, perhaps a grey market.
 
My preferred option would be for the affected Rare to be available on the blackmarket when it is suppressed. That would require a blackmarket to always be present for affected Rare stations of course.

To stop this happening to other 'often illegal' Rares, how about requesting a number of PMFs iike e.g...

Rare Goods Preservation Society (Gilya Branch)

...etc.

Obviously they would be Anarchy (or whatever is required for each case). We would then have our own PMF presence & control
 
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Perhaps send a (polite) PM to Brett asking if he could pass this on to the team concerned?
After sleeping on this, maybe I might be able to manage polite.

There is a solution, it would solve all the illegal rare goods. This is to make illegal rare goods on sale in the blackmarket. The functionality is all there, as it is just a copy/paste of the commodity market. Some goods even show on the blackmarket as 0 for sale.
 
This really should be something they check for. It's not fair to people who work to free rare goods, and it's not fair to people who discover "their" new faction has enemies from day one.

If I had it my way player minor factions wouldn't exist at all. But that ship has unfortunately sailed.
 
I sent Brett a PM, stating:
I noticed that a new player group has been added to Gilya. The group is a democracy, so this will effectively remove the unique rare good, Gilya Signature Weapons, from the game. the same as has previously happened in Wolf 1301.

We (the rare goods crowd) have contacted the player group, the Fireflies, and confirmed that they didn't know that they would be removing a rare good.

There are a few ways of dealing with this:


  1. Move the rare good - not ideal, as it would change the name. Also the same problem may happen later.
  2. Make the rare good legal - not ideal, as it should be illegal in most systems.
  3. Move the player group - they are OK with this. Though the same problem may happen later.
  4. Remove the rare good - probably the worst possible outcome.
  5. Ignore the issue - and we accept that the rare good is gone forever. As was done with Wolf Fesh. Not ideal, though we could create another rare good - like what was done with Crom Silver Fesh.
  6. Ignore the issue - and the player group is suppressed by the community. Not ideal, though could be fun for some of those concerned.
  7. Allow illegal rare goods to be sold in the blackmarket.


Option 3 is the easiest. Option 7 is the most elegant solution.

I strongly recommend option 7, allowing rare goods to be sold on the blackmarket. The functionality is all there, as is clear when some illegal goods are sold - they show 0 items for sale. I can provide a screenshot of this if it isn't clear what I'm talking about. Selling illegal rare goods would add to the fun of smuggling them, as you would need to sneak out of the station as well as in. Blackmarkets would need to always be present when a rare good is suppressed, regardless of the usual powerplay or faction effects.

Are you able to forward this to someone in the correct team, so that this issue can be looked into?
 
This is what I mean about blackmarkets having the ability to sell goods:

2d0yqts.jpg


There is a column for Supply as well as Demand. In this case there is zero supply for Imp slaves and personal weapons. But if there was a supply, presumably I would be able to purchase.
 
Question: Was the group actually injected into the system or did they expand into it? If they were injected then yeah ... that's a bad move on Frontier's part. If they expanded into the system though ... then I don't see a problem... just undermine them and kick them out.
 
I'm suggesting only rare goods for now. But other commodities would be good as well. There may be some BGS implications of the sales for the Devs to consider, but this shouldn't be the case with rare goods.
 
Question: Was the group actually injected into the system or did they expand into it? If they were injected then yeah ... that's a bad move on Frontier's part. If they expanded into the system though ... then I don't see a problem... just undermine them and kick them out.

Injected. I have no issues whatsoever with player groups expanding into rare goods systems. They can at least be booted out with some effort.
 
Injected. I have no issues whatsoever with player groups expanding into rare goods systems. They can at least be booted out with some effort.

If that's the case then yeah. Totally with you. I thought Frontier had finally gotten the message that injecting factions into lore-heavy or otherwise unique systems is, generally, not a good thing? I guess I was wrong.
 
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