Factions, Powers, Fleet Carriers, and You.

One of the loadable modules we could buy for fleet carriers is the Faction HQ module.

So, here's what it brings to the Carrier:
  1. Purchase the "Faction HQ" by the normal process as other FC modules.
  2. If you are within [x] light years from a BGS game faction, you can enable the "Faction HQ" to extend those factions to your carrier.
    1. There is a timer of a week before faction members from near by factions start using your carrier as a base of operations. (or until the weekly reset?)
    2. You can not move the carrier while these factions are on board.
    3. NPC faction members will user the carrier the same as they would use a space dock.
    4. The NPCs will use the market based on your supply and demand and how you stock the market. (taking local economies into account.)
    5. A "Mission Board" (with all the normal types of missions) will become active giving you missions based on the local economies.
    6. If you move the carrier, it will break the link to the local BGS and you will have to start over.
  3. If you are outside [x] light years from a BGS game faction, you can enable the "Faction HQ" to run a "Commander Owned" faction.
    1. There is a timer of a week before faction members join and start using your carrier.
    2. Being the leader of your own faction, you set the name, government type and economy focus.
    3. NPC faction members form and start using the carrier as they would a normal space port.
    4. The NPCs will use the market based on your supply and demand and how you stock the market. (based on if you set the right economy type for the star system your in.)
    5. A "Mission Board" (with all the normal types of missions) will come online to focus your activities to support your faction..
    6. If you move the carrier, your faction 'resets'.
  4. If you move your carrier near another person's carrier, and both carriers are [x] light years from normal BGS factions, then:
    1. As the two factions grow, they will begin to interact with each other.
    2. These interactions are based on the same rules that govern normal NPC factions.
    3. Members of each faction will appear on each others nearby carriers, vying for influence.
    4. A "Mission Board" (with the normal types of missions) will be affected by the mission types based on faction interactions.
    5. This 'interaction' between factions is only limited by the rules normal BGS rules follow, including states like "War", "Elections" etc.
    6. Multiple Carriers in an area add to the number of factions that interact, thus, creating a player created "Bubble" where commanders can fight for territory or create a new federation.
  5. Forming player run Powers to create a full fledged Nation.
    1. If a Sufficient number of players build up an area, and work together, either dominating an area or peaceful means, then a new "Capitol" will form, activating Power Play Options, allowing a "bubble" to appear on the galactic map.
    2. Players must "upkeep" this player run bubble, by normal Power Play methods.
    3. This "Capitol" will start at the first carrier to setup shop, but can move based on influence and other player driven factors.
    4. If two player group "Nations" form near each other, then the normal Power Play rules apply. The governments of these Powers based on the choices of the commander leaders of these factions.
    5. Independent pilots can pledge to these Player Powers as they would in-game Powers.
    6. If too many players pull out of the confederation, then the powers could collapse and fall back to independent space, or absorbed by near by powers.
  6. If a group of players have sufficiently built an area over time, full sized star ports could be placed in these star systems, making the powers and settlements permanent.
    1. Once this process begins, the commander driven factions take on a life of their own, and the new powers they have created become a permanent part of the game, with a visitor beacon giving tribute to the commander that founded the area.
    2. After this, the carriers will switch over to "Near other BGS activities" mode, and be able to be moved without affecting the powers and factions they helped spawn.
    3. This "permanent" status would need to be applied for from Frontier after pre-set conditions were met (faction size, number of participants, location) to make sure the permanent status meets with Frontier's future development needs and requirements.
    4. The "founding" commander gets to choose the name of the first permanent star port, within reason.
Yea, I know, it's a "pipe dream", but what else is the suggestion forum for anyway? Gave me something to cook up sitting around bored.
One can only dream, but it would be a dream come true if it posting here really meant more then that.
I didn't ask for things like Cartographic Services and such, Even CMDR Exegious has called Frontier out on that one, so, no need to revisit it here.
 
I think this way of implementing faction/BGS support for Carriers is unnecessarily complex and should be linked more to existing mechanics more.

Currently, Carriers do not even come with basic support mechanics for existing bgs factions to begin with. That is where the work should start.

Long development plans like this are unpractical and unlikely to be adopted, as many other proposals cancel each other out.

I do appreciate your creativity and some of your ideas, but overall we should be focusing on suggesting small changes that are easy to implement.

If we put our voices together,they may actually be considered.
 
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Long development plans like this are unpractical and unlikely to be adopted, as many other proposals cancel each other out.

I do appreciate your creativity and some of your ideas, but overall we should be focusing on suggesting small changes that are easy to implement.

If we put our voices together,they may actually be considered.

Would be nice if anything that got posted here at all mattered.
For example, a lot of VR players have said that could we get a way to turn off lights in cockpits.
A function that is already possible in game, and so easy there's a mod that can do it.
yet, even that simple request got ignored.

The only time suggestions get done from this board is when it is by coincidence that the developers happen to make the same thing.
Even a broken clock is correct twice a day.

Even overwhelming feed back, like Carriers Upkeep, Cartographics, and Cool downs. This forum exploded by it, and even CMDR Exegious, OA, and Yamiks, a hard core combat player, an explorer, and ... whatever Yamiks is,.... have stated how messed up this is. We could be good for some version of compromise, Yet, there is no sign of relenting on the part of Frontier. Heck, they didn't even have nerve to explain these ideas, which means they have an agenda other then provide good game play. If they don't explain it, then they know we would call them out on it. So, what is that agenda?

Who are they making this game for anyway if they are not listening to all of us, then whom?
 
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