My Approach to bringing everyone together and playing in the all group
would require a hand full of things to be implemented.
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- like eve online secure space the NPC police need to be quick and deadly as a response force while in faction space,
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- players must choose one of 4 factions Empire, Federation, Alliance, None, missions should be available for players to swap factions to prove their loyalty, being part of a faction and flying in that's faction space would have the benefits of having the NPC police respond quickly, if you are not part of that faction then response times are reduced. fellow players of the same faction will show up as green while other factions will show up as the normal orange. this I would hope bring a greater sense of belonging and identity,
this would give pvp players a target to attack seeing none faction players in there space, but they would still have to deal with the NPC police if they attacked while in
secure space, players changing faction would lose all influence with their previous faction as well as ranks, meaning that if you swapped from the empire to federation
while flying a clipper you wouldn't get insurance to by a new clipper, no biggy just sell it
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- players that have a wanted status from killing another player from another faction wont show up as being wanted to their own faction unless a scan is made. bounty hunters will need to purchase a licence to kill wanted players to protect them from their faction NPC police, and obviously would also need to contact the pilots federation to claim their bounty's. it would probably be simpler to have the one licence to kill that covers all factions against the police force.
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- faction space would need to show security ratings, showing high medium low and anarchy.
players can still destabilise systems via missions thus making systems secure or anarchy, systems at war with conflict zones would still have a deadly NPC police force
but response times would be reduced until the system stabilises or enters a brief period of anarchy for a short time then a new government is brought in, the system
would be re rated as secure starting with low and eventually returning back to its previous security state.
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- players who choose a faction can pirate in the opposing faction space or anarchy space, if they pirate there own faction they will begin to lose great amounts of influence and will eventually be aligned to no one. players killing a fellow faction player will receive a murder bounty and then be aligned to the none faction forcing the player into low security space.
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- to appease the pirates Anarchy space stations would need to entice players to journey in there, unique missions with great reward to venture into high security space, unique trade items that sell well in faction black markets, something that makes it worthwhile to venture into anarchy space.
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- low security space and anarchy space should obviously sit on the boarders of faction space, and unique faction trade goods should bring high profits in the opposing faction systems, this will entice traders looking for a high profit to venture between faction space. traders not wanting to risk losing cargo would remain in the inner systems under the protection of their faction.
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- the founders system would need to be relocated to a central position between all 3 major factions to allow access to all players.
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basically players need to feel part of something bigger than themselves and uniting under a flag will focus players into something much larger than just random killing.