Salutations folks! I'm a new player and I'm really enjoying myself but I have a few questions.
First I've been listening to an elite dangerous podcast (Lave Radio I believe it's called) and the latest episode was about a war between players and factions which left me with a ton of unanswered questions.
The players in the podcast said they were parts of factions (or clans?) And they were fighting for or against other players and factions.
1) My question is how were they doing this?
2) Are players able to form clans/guilds?
3) How are they teaming up and how are they going about fighting for stations and systems?
Any clarifications on how this all works would be amazing!
Thanks a ton!
G'day Hyjaxx.
Great questions, and there's been some good answers.
I do occasional informational videos about exactly the kind of stuff you are asking.
I'll break it down into your two key questions which are:
1) Can Players form "guilds"?
2) What do they actually DO?
There are a LOT of player groups, well over a thousand.
What mostly tends to happen is that a Player starts the game, falls in love with it, makes some friends, founds a group and then burns out and the faction lies idle.
So there's a lot of groups that are three board gaming buddies and an account they created for their cat. But there are some groups that have had longevity and have made an impact.
This image comes from The Elite Dangerous digital art book. I don't want to suggest that "If you're not on this list you don't count" because - for example Smiling Dog Crew are not on this list, and SDC are one of the few groups that non-Eilte wonks could name, and as time goes by some groups become less significant, and newer groups do rise. But these are some of the most well known and well established groups.
But the key thing here, is that these groups are not all at war with each other. Many are completely disengaged from politics. For example the Fuel Rats are a huge, and well loved group, but their core business is not claiming territory and developing their empire. It is helping out CMDRs who are stranded without fuel. And they are awesome at it.
Similarly Canonn are not territorial, they are chasing the mysteries and the story.
And this is where the notion of "Guilds" and "Clans" starts to fall down.
If in-game tools are developed, then whatever mechanic they use affects what the Group can DO - what it can be FOR - what it's 'Reason for being" is.
Having said that - we all want better comms, better visibility, more response from the game to our activities. etc.
And there ARE groups that are overtly political and territorial:
[video=youtube;oqZOfbCHTCA]https://www.youtube.com/watch?v=oqZOfbCHTCA[/video]
With regards to the situation in Lave - that has been a difficult and divisive problem.
Lave Radio are well liked and very popular, there is a sidewinder you can visit in game.
Initially they had no territorial ambitions, but later some of their fans got together to take Lave.
Lave is a high population system and very slow to move. Whoever governs Lave gets a natural boost from the rares trade and the popularity of the system.
It is also a high value system in terms of Lore.
It the the best known of the "Old Worlds" which date from sector one of the first version of Elite. The Old Worlds is a contested region, many player groups have settled there, including a number of Alliance groups who have been successful in turning (and returning) the systems to the Alliance.
- By this we mean that an Alliance minor faction is governing the system.
Lave is in some ways comparable to Leesti. Where a dictatorship had been in power for a year before it was flipped back to the original Alliance Democracy (Independent Leesti For Equality).
Leesti was hard to liberate, and there were times when our daily target for "number of missions completed" was well over a thousand.
And then the Civil War came, and CMDRs from all over the Alliance joined the fight.
[video=youtube;TUgiHUa9EWg]https://www.youtube.com/watch?v=TUgiHUa9EWg[/video]
With regards to the second question: "How do the groups do this?"
Doing positive things to help the influence level of a faction you want to raise.
Doing negative things against the faction you want to reduce.
If the influence goes high enough for long enough there will be a contest (war or election) and the system will change governance.
You can flip a low population, low traffic system by your self. But working in the heart of the bubble in high population systems, takes a group.
And directing a faction, system by system across 60 light years to take a permit locked system right next to Sol requires a different level of ambition again.
[video=youtube;7ikxvy3EinM]https://www.youtube.com/watch?v=7ikxvy3EinM[/video]