Explain the BGS

I think there may also have been some limits imposed on players trying to kick over sandcastles without having their own, which seems very sensible to me.

Yeah, it's never the actual "two groups at war" that are the problem, some of the things in the old BGS always seemed to be stupid, petty drama being dumped on a small-medium group that just wanted to be left alone and get on with their little single-system empire, like "some member of the group had a falling out over some stupid drama and decided to flip the table on the way out" or "these guys left my group and set up elsewhere and I'm mad about it", or in one case I know of, "this group advertise themselves as lgbt-friendly, their existence upsets me".
 
I think there may also have been some limits imposed on players trying to kick over sandcastles without having their own, which seems very sensible to me.
This seems highly unlikely for two reasons:

1) The cost of obtaining a paper sandcastle is minimal. I'm in a squadron, the squadron is aligned to an NPC faction for aesthetic reasons but we really don't care how well it does in the BGS. Anyone could join our squadron to be part of our primary (non-BGS) objective - varying their BGS effectiveness by whether they did or not seems unlikely.

2) The BGS being complex in outcomes, it's very difficult to tell in a context-free (i.e. automatable) way what a sandcastle is and how you kick it. I can't think of a plausible tuning based on who is doing the action - at least, not one that wouldn't stop the BGS doing its "background" job in uncontested space.

There have, I think, been some changes which will make it easier for groups to defend and maintain their existing territory in some circumstances - but also ones which will make it harder for other groups whose territory and faction(s) are configured differently. None of this is dependent on the identity of the attacker, though.
 
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