I think one of the Major problems with these "experiments" is that the players are focusing on rep and influence gain and for the most part doing mission to increase these. The devs specifically Michael stated in the thread for the Lugh experiment that it was necessary to affect the system completely and that the economy has a huge influence on the simulation, much like real life economic strife spurs war/revolution especially since I do not believe the populations treatment by their government is simulated at all and it is assumed the citizens are content with their "masters". So what am I saying.
Well to have a true affect on the simulation and cause drastic changes I believe it would take a huge undertaking by the players. You would have to coordinate combat wings to attack enemy faction ships in the current and surrounding system, to include traders that are trading with surrounding enemy factions. The players would need their own group of traders to bring in essential supplies, i.e. weapons, food, medical, etc. but the traders would have to be willing to trade at a loss and not export goods to surrounding factions. Basically use the trading to crash the economies of other factions (with the help of the fighter wings). You would also have to counter players supporting trading or player combatants of other factions. On top of all this a third group of players would have to complete mission from your supporting faction as is common to do now. All this together would likely have a snowball effect on influence and allow factions to gain ground swiftly and not cap out or stall which is prone to happen at the moment. This would require players from different time zones coordinating efforts to have effects on the systems and factions 24/7. This would also require players to not worry about their own statuses/bounties/incomes and forgo progression in other parts of the game. With the gain being that once the faction that you are supporting gains ground and system space the rewards would flow from that.
I think these experiments have been productive so far but we are not getting the results we wish to see because we are not exploring and exploiting all the aspects of what makes the world tick. Obviously the smaller and less "galactically renown" factions/systems would be easier to effect. It would take months or even be impossible to overthrow core federal worlds as it should, but a drug faction in a fringe anarchy system should only take weeks if there is a combined all front effort.
Well to have a true affect on the simulation and cause drastic changes I believe it would take a huge undertaking by the players. You would have to coordinate combat wings to attack enemy faction ships in the current and surrounding system, to include traders that are trading with surrounding enemy factions. The players would need their own group of traders to bring in essential supplies, i.e. weapons, food, medical, etc. but the traders would have to be willing to trade at a loss and not export goods to surrounding factions. Basically use the trading to crash the economies of other factions (with the help of the fighter wings). You would also have to counter players supporting trading or player combatants of other factions. On top of all this a third group of players would have to complete mission from your supporting faction as is common to do now. All this together would likely have a snowball effect on influence and allow factions to gain ground swiftly and not cap out or stall which is prone to happen at the moment. This would require players from different time zones coordinating efforts to have effects on the systems and factions 24/7. This would also require players to not worry about their own statuses/bounties/incomes and forgo progression in other parts of the game. With the gain being that once the faction that you are supporting gains ground and system space the rewards would flow from that.
I think these experiments have been productive so far but we are not getting the results we wish to see because we are not exploring and exploiting all the aspects of what makes the world tick. Obviously the smaller and less "galactically renown" factions/systems would be easier to effect. It would take months or even be impossible to overthrow core federal worlds as it should, but a drug faction in a fringe anarchy system should only take weeks if there is a combined all front effort.
Last edited: