Is the "rule of 7" no more?

Just had a new player-faction injected into a full system with 7 factions already in it (bringing it up to 8).

It's a very lucrative system well within our faction's borders, but we've always missed it in expansion because it's full. Never gave it another thought though, since we'd assumed nobody would ever crop up in it... so is that no longer a rule?
 
That changed a long time back (2 years?). The 7 max rule still holds for expansions (excepting Invasions) but player factions can be inserted anywhere that isn't already the home system to a player faction.
 
That changed a long time back (2 years?). The 7 max rule still holds for expansions (excepting Invasions) but player factions can be inserted anywhere that isn't already the home system to a player faction.
Oh ... Yeah i just read the rules again... thought player factions couldn't go in full systems, but seems i was mistaken.
 
There are currently player factions present in just under 12000 systems, which rules out most of the possible ones already. Understandable that they relaxed the requirements that they could.

At current rate of growth, that'll be true of basically every system in 2-3 years - I wonder if they have a plan for that...
 
Also expansions went haywire when the 3.0 BGS launched, since overexpanded factions were no longer slowed down by conflicts taking priority, which meant that all the little low-population single-outpost systems with good bounty hunting spots were going into expansion over and over and over, with retreats being much much harder to accomplish by accident.
 
With players wanting a PMF for the sake of it and then not using it at all, except to clog up player factions that are active and want to expand. I do believe some PMF's added to the game have upset the lore and as to some of the names they use, the less said the better lol
 
With players wanting a PMF for the sake of it and then not using it at all, except to clog up player factions that are active and want to expand. I do believe some PMF's added to the game have upset the lore and as to some of the names they use, the less said the better lol
My favourite one that I've seen is the LORDS OF THE DARKSTAR IMPERIUM
 
With players wanting a PMF for the sake of it and then not using it at all, except to clog up player factions that are active and want to expand. I do believe some PMF's added to the game have upset the lore and as to some of the names they use, the less said the better lol

Yes, how many special forces, super secret bodyguards, personal soldiers of the Emperor, personal piracy 'game reserves' of some Senator or another, etc. can there be? There are a few with system descriptions so long you have to scroll down to see the actual info. I was hoping squadrons would mean players have a way to form communities in-game and not with a minor faction but it didn't seem to slow down at all.

The scariest thought is these are the factions that made the cut! Think about how many are turned away because they asked for all kinds of crazy stuff or lacked the reading comprehension to meet criteria. Those are definitely not the kinds of people who should be vomiting influence all over the galaxy.
 
Yes, how many special forces, super secret bodyguards, personal soldiers of the Emperor, personal piracy 'game reserves' of some Senator or another, etc. can there be? There are a few with system descriptions so long you have to scroll down to see the actual info. I was hoping squadrons would mean players have a way to form communities in-game and not with a minor faction but it didn't seem to slow down at all.

The scariest thought is these are the factions that made the cut! Think about how many are turned away because they asked for all kinds of crazy stuff or lacked the reading comprehension to meet criteria. Those are definitely not the kinds of people who should be vomiting influence all over the galaxy.
Oh, the best ones are the ELITE GUARDS ON A MISSION TO SAVE THE GALAXY FROM SCUM AND VILLAINY and whatnot and then you compare it to their actual effectiveness. Same goes for a few anarchists too - there's one I remember seeing that was a pirate faction that SIEZED POWER and FLYING IN THEIR SPACE WITHOUT THEIR PERMISSION IS ILL ADVISED and when you go there it's nothing but crickets, their faction isn't in control, and the system is high-security.

Some people put some neat writing into theirs though, it's generally the ones that big themselves up as being super great big movers and shakers that tend to be funny when they fail to back it up.
 
Please save us from another "Elite group of whatever, looking to recruit pilots for Combat, Bounty Hunting, Mining, Trading and Exploring" :cry:

Adding a faction is the one way to add your permanent mark to the galaxy with that system description. I know I shouldn't judge others for it but I'd be really pleased if some of the groups put a little more thought and imagination into it. Perhaps there should be a copy-writing service to take people's basic ideas and develop them into interesting descriptions?
 
Please save us from another "Elite group of whatever, looking to recruit pilots for Combat, Bounty Hunting, Mining, Trading and Exploring" :cry:

Adding a faction is the one way to add your permanent mark to the galaxy with that system description. I know I shouldn't judge others for it but I'd be really pleased if some of the groups put a little more thought and imagination into it. Perhaps there should be a copy-writing service to take people's basic ideas and develop them into interesting descriptions?
Interesting point, I know I bang the drum very often about Groups(or Squadrons) and Factions being entirely different entities, but for us that distinction is even codified into our lore-fiction.
The short version of the faction is they're a military junta born out of a crisis in the home system, when an anarchy faction almost toppled the incumbent Imperial Patronage. The story goes that the patronage declared martial law and ceded control of the system to this faction[1], who proceeded to quash the pirate faction[2] and restore order. So impressed by this action, the people of the system refused to return to their previous rulers[3]. This all happened under the watch of an Imperial power, which boded well for their ultra-nationalistic views. Essentially, while they reject Federal rule entirely, they also reject homeland Imperial authorities, believing themselves to be practitioners of "true imperial values". As such, entities like Nova Imperium saw significant support from representatives[4] of the faction, and the faction would cooperate with Alliance and Independents in the region, before cooperating with homeland Imperials.

Meanwhile, our group are a shadow "loyalist" group conducting research into Thargoids, Guardians and other alien entities, in order to develop a military edge for the Empire. A clandestine relationship between the group and the faction exists, whereby the faction accepts assistance with "less savoury activities" which may reflect badly on the faction proper. It's not unusual for our members to be unfriendly/hostile to most other factions except our own, except where it's explicitly to our advantage. In exchange, they're our "test grounds" for this research, whether on their own populace or against it's enemies. They know a good deal of their successful expansion into many systems is from our own efforts, so they know better than to question when we depart to conduct investigations or return with alien samples. Obviously we view Canonn, Ram Tah and Palin as highly beneficial relations, and we'll always participate in operations related to alien activity. Ultimately, these acitivites are for the betterment of the Empire, rather than any other altruistic goals like some of the other research entities have in mind.

.... that's the short version, but it's two very distinct profiles, and it means anyone dealing with us gets a very different read on things compared to "with the faction"; the faction hates Feds, but the group doesn't necessarily. The faction (from our group's perspective) was never actually meant to grow, but it just kinda did. We went into this with no delusions of grandeur and, as a small group, have 100% expectation for the group to live and die by the actions of others.

[1] Actually happened; there was an issue with the BGS and influence swings were massive, turning a 50% vs 10% difference to something like 30% vs 25%. As the faction was in the first tranche when FD were a bit more liberal with putting PMFs in the game, they were given control of the system and a couple assets immediately, but with only 10-15% influence. Several wars later and they were comfortably at 50-60% with a few more assets to their name
[2] I would've liked to have had a "morally questionable" conflict CG to exterminate the pirate faction resulting in them being removed from the game, with the alternative being they take control of the capital. Unfortunately, not doable.
[3] At the time, my group had forgotten about the PMF submission, so we'd grown the incumbent ruler to a half dozen systems. When they came about I asked the group if we wanted to support both groups, and just avoid our faction conquering the old rulers. They declined, and we've pretty much knocked them out of any form of control now
[4] Those representatives being the group, not the PMF.
 
From what we've seen, PMFs can expand into a "full" system, but only if one or more of the seven in the target system is another PMF. So if a system has seven NPC factions in it, that system is to all intents and purposes "full" ie: no-one can expand into it.
 
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