Enough of the tiny 'Conflict' Zones...We need war!!

In a small galactic neighbourhood with some very big differing opinions things seem very quiet...too quiet. Between factions there are disputes that result in small stand-offs using 1 or no capital ships and a few flies to swat at... these are fun, but there is always another step.

I am talking about war...full scale war, between superpowers and powerplay factions battling boundaries with 8+ capital ships each side and swarms of fighters

To all You Star Wars fans.think opening scene of Ep iii : Revenge of the Sith. that...is what I would LOVE to see.

Fighting for your superpower gains you credits, Naval Rep, Powerplay Bonds (provided you are fighting for your power) and of course standard reputation!

Wars are noted across the galaxy. meaning players may have to face off to the death more often in large, explosion filled firefights... be in your own Michael Bay film!!

Sound fun?? :)

feel free to add to this... Love to hear input on these things ;)
 
+1
But, not before the time, when players will be available to get access to "mega ships" and the construction of a fully self-sufficient (functioning (agriculture, resource extraction, construction of buildings and ships)) settlements on a distant worlds.

- The war engulfed, till this moment, peaceful systems. Minor conflict turned into the open confrontation (war). Millions of pilots stand to defense of their factions.
However, there were those, who tried to avoid conflict, and with taking resources, enough to build a new settlement, went to create a new colony, far away from the all-consuming war.

Remote from each other colonies can pass the path of development in different ways:
- Rich by light, colonies in the center of the galaxy, could invent a "fuel scoop" allows you to slowly charge the fuel cells far away from the stars (depends on the light level).
- The inhabitants of the "dark regions" (dim stars) can set on the ships an "additional objects marking" system, each object (ship or planet surface) is covered with a grid of different colors, depending on the threat level (friend/foe, distance to the surface high/low and so on), that will allow you to navigate even in complete darkness.
- Hardened by the long war "cradle of humanity" (habitable bubble) will become more militarized and tighten control over "any deviations from the Order" (patrols moving in a certain set and only in special formations ("wedge", "turtle", "crescent"), Parking without prompting - destruction, around the "mail slot" hang some of the ships, scanning of the new arrivals 100%). Also stronger shields and more powerful weapons. Everyone should be part of some organization (radical - is the enemy of society).
- The presence of unique forms of flora and fauna, will have an impact on production and daily life of the colonists.
 
In a small galactic neighbourhood with some very big differing opinions things seem very quiet...too quiet. Between factions there are disputes that result in small stand-offs using 1 or no capital ships and a few flies to swat at... these are fun, but there is always another step.

I am talking about war...full scale war, between superpowers and powerplay factions battling boundaries with 8+ capital ships each side and swarms of fighters

To all You Star Wars fans.think opening scene of Ep iii : Revenge of the Sith. that...is what I would LOVE to see.

Fighting for your superpower gains you credits, Naval Rep, Powerplay Bonds (provided you are fighting for your power) and of course standard reputation!

Wars are noted across the galaxy. meaning players may have to face off to the death more often in large, explosion filled firefights... be in your own Michael Bay film!!

Sound fun?? :)

feel free to add to this... Love to hear input on these things ;)



Imagine 2 groups of Player Factions were battling over a system.

The "Goal" players have would hardly ever be "Let's meet somewhere and just kill each other." It would be destroying "points of interest" or ambushing transports of supplies, etc.

Team 1 would have a large supply of Fuel being transported to their base, because they were running low, and Team 2 would find out about this, and attack the Transport Caravan. Then Team 1 would arrive to defend the caravan and attempt to get it safely to their base.

The NPC Battles in Large-Scale wars, should just have constant "Scenarios" spawning all over the system.
  1. Transport Ship Defense/Attack
  2. Base Defense/Attack
  3. Attack/Defend Mining Operation
  4. Etc

Then when you pick a side, you'd feel urgancy. "Our Transport Ship delivering food has been ambushed by enemy forces! Get out there and defend our Supplies or no one eats!"
 
Of course this sounds cool and I think 2.4 and after will bring a lot of turmoil. As FD say, the story is just getting started.

One thing I would want to see before this idea is implemented has been suggested several times already and that is better/ more responsive and visible changes to conflict zones based on player actions and consequent effect on BGS and known cap ship movement through systems (maybe by developer intervention).

So you arrive at a conflict zone and if the opposition takes enough damage they flee (or awesomely the cap ship explodes!), the conflict zone is de-instanced and the war tally counter is incremented in the winner's favor. New conflict zones get generated based on successive outcomes and some random+dev input like "re-enforcements" arriving in extra capacity.

Anyway, it is nice to dream and theory-craft. But yeah, that would be nice.
 
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