Fleshing it out: Player Factions (or Guilds) Proposal (v2)

Some very nice suggestions!

I agree with most of the stuff and hope to see this ingame aswell. The game would benefit from some of these changes alot, player factions seems capable to bring depth, meaning and community where powerplay kind of fails to do so. I have been playing for about 2 months now and feel like 'guilds' or factions as they are called in elite is something that is missing comparing to other games. A faction chat would be truly amazing and will surely create a nice feeling of community and unite the players.

I really, really liked ur scan examples also. One thing I heavily disagree with you on is the players ability to hide their faction tag, I think it should always show. I'd much rather your actions and affiliations mean something. Swedish proverb: "Den som sig i leken ger, får leken tåla", it means basically that anyone who knowingly enters a game and know of the rules don't get to cry when they loose out. Any consequences or risks of being in a specific faction should be something that the player will have to endure, or they should simply leave(in my opinion ofcourse).
 
I agree, this i an very important Feture for this game. Very important for players who want to play " Open Play "
For single player you can deaktivate it.

But for "open play" its very important !
 
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What if the player factions could function similar to the npc faction, but the leader actually has mild control over things, like picking the gov when started the leaders can vote in democracy or dictators can choose small changes to the faction every week, like tax on the station they control who to go to war with what missions appear more what news is reported, the choices the player group pick effect the npcs more. For example 10% on trade in station from your faction gets put into a fund that factions can only use to like higher npc ships or secruity force lvls 1/2/3 (1 being eagles, 2 being FDL, 3 being anaconda) so in a way player factions have some control and such of a station but to regular players it's almost the same as the npcs faction if they don't choose a faction. So I'm a way players factions can fight but people that don't want to get involved don't have to and players with no faction become players the factions protect in there territory to get them to return and do "business" in their system. Just a thought
 
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Some very nice suggestions!

I agree with most of the stuff and hope to see this ingame aswell. The game would benefit from some of these changes alot, player factions seems capable to bring depth, meaning and community where powerplay kind of fails to do so. I have been playing for about 2 months now and feel like 'guilds' or factions as they are called in elite is something that is missing comparing to other games. A faction chat would be truly amazing and will surely create a nice feeling of community and unite the players.

Agreed.

I really, really liked ur scan examples also. One thing I heavily disagree with you on is the players ability to hide their faction tag, I think it should always show. I'd much rather your actions and affiliations mean something. Swedish proverb: "Den som sig i leken ger, får leken tåla", it means basically that anyone who knowingly enters a game and know of the rules don't get to cry when they loose out. Any consequences or risks of being in a specific faction should be something that the player will have to endure, or they should simply leave(in my opinion ofcourse).

Fair enough, you are probably right... I only included that so you could go 'incognito' if you wanted to do something else and not get targeted. Perhaps that aspect needs a rethink.

I agree, this i an very important Feture for this game. Very important for players who want to play " Open Play "
For single player you can deaktivate it.

But for "open play" its very important !

Yes, we need something meaningful to do in open other than fly around looking for random trouble and 'o7s' in the chat panel...


UPDATE

The newly announced 'Squadrons' feature for next year seems to be based closely to the concept I presented here (rosters, fleet carriers etc). Interesting indeed... Hopefully this thread has contributed to Fdev's decision to go-ahead with Squadrons and that lots of the ideas in my OP make that cut... :)
 
What if the player factions could function similar to the npc faction, but the leader actually has mild control over things, like picking the gov when started the leaders can vote in democracy or dictators can choose small changes to the faction every week, like tax on the station they control who to go to war with what missions appear more what news is reported, the choices the player group pick effect the npcs more. For example 10% on trade in station from your faction gets put into a fund that factions can only use to like higher npc ships or secruity force lvls 1/2/3 (1 being eagles, 2 being FDL, 3 being anaconda) so in a way player factions have some control and such of a station but to regular players it's almost the same as the npcs faction if they don't choose a faction. So I'm a way players factions can fight but people that don't want to get involved don't have to and players with no faction become players the factions protect in there territory to get them to return and do "business" in their system. Just a thought

Yes, I'd also like to see some tangible benefits for a faction (or Squadron ;) ) controlling a station...
 
I think a large part of the issue with factions is that they're built on the shaky foundation of power play. If we can manage to get powerplay completely overhauled into something great, player factions are a puzzle piece that would fit snugly into the works. As for the suggestions you've made, I think many of them are very relevant and functional, primarily the detail you've gone into to lay out hierarchies in faction structure.
 
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