Player NATIONS

First of all, I really don't mean to be negative. This is not a great game, it is a MAJOR game. But.. except for the human factor in random encounters (within some 10 jumps from the starting system) and the endless space and gorgeous graphics, things are static.


As far as I've seen, the sandbox is passive: no matter what the player or groups of players manage to achieve at a given time (a lot of kills, experience, better ships and so on), in a few hours the balance is re-established, nothing is gained, lost or changed.


Here's an ideea I've sprouted reading a post about capital ships in this game. Basically, flying a capital ship would be boring as hell BUT a capital ship (or space stations) could be used to anchor some hard won advantages.


Imagine this: a planet is colonized in some star system and starts expanding it's sphere of influence. All human pilots (players), free citizenship, no president. Elections to choose policy and firm objectives, vote power proportional to the player economic impact (a big trader contributes more in taxes than a young cmdr). Whatever get's decided by vote get's done by that nation: 500 zillion tones of .. whatever are needed for a shipyard at X location: the "nation" trades, mines, bounty hunts and pirates the money and the thing is built (it can be automated, it should generate trade with the rest of the galaxy). After, 300 zillion for a destroyer on patrol in system to defend said station. Another one for an expeditionary fleet to make an outpost in another system...
Imagine a few such colonies, all independent, all competing, all backstabing. They'll get invariably to (cold) war each other out and a sense of necessity would enhance the player's game: either contribute as a trader or miner or harass the enemy economy (not quite piracy but privateering) or defend against privateering or whatever the player feels like doing. Over this a real plague of programmed piracy and diverse side missions. Penalties could be implemented to discourage wanton destruction: disable ok , capture ok, destroy bad.


This could get "real" really fast, as the power of the "nation" gets concentrated in installations and capital ships: you can't know how many turncoats or idiots in your amassed fleet of 100 fighters but you do know your destroyer can wreak havoc against whatever enemy or that your station will create periodically a variable but quantifiable amount of revenue or resources.


Basically, each nation should have an even distribution of players online, so none gets an overwhelming advantage in player numbers at one moment. It all depends on the wisdom of the choices made and their cumulative effects on gameplay.


It would mean a 2 stage election mechanism: first, the general policy is voted (civil infrastructure, capital ships with defensive role, capital ships with offensive roles, upgrade military equipment throughout the fleet,..). Cost (personal contributions), duration, benefits, resources needed - those the program determines based on nation stats. 50% +1 of expressed votes in a given period sets the policy (mandatory for all, giving up citizenship is allowed, not following said policy means fines). Second election, type or magnitude of the project, several options are presented (resource station on..., trading station on...., shipyard at..., 1 heavy cruiser or 3 destroyers, and so on). I believe the capital ships and stations should be automated and their allegiance fixed unless boarded.


It needn't and couldn't be perfect but it would give meaning to the game, to defend a hard won advantage, to press on a battle for x days to win a system and so on.
This could all be optional, for those who wish a more meaningful experience...


Well, I certainly got carried away...:D


What say you?
 
Last edited:
No, player owns his ship and vote. Not guilds, but nations. Dynamic, believable, immersive situation.
Owning multiple ships is not what this game is about, I think.

P.S. "your destroyer" and "your station" meant "your nation's destroyer/station", not personal ownership
 
Last edited:
Apart from the colonisation, which must (and might forever have to) be injected by the developers, the whole thing already exists, either in Powerplay or in the player factions flipping systems and expanding their chosen faction.

That you haven't seen it doesn't mean it doesn't exist.
 
Last edited:
I think FD should let people have player guilds, then crush them mercilessly with the Empire and Federation's combined fleets whenever they get uppity. And throw in some CGs to destroy them for good measure.
 
I think FD should let people have player guilds, then crush them mercilessly with the Empire and Federation's combined fleets whenever they get uppity. And throw in some CGs to destroy them for good measure.
There are already some pretty large player groups in the game. The AEDC, for example, have over 100 CMDRs.

AS for CGs for the major factions to destroy them, that's... never going to happen.
 
"Things go back how they were after a few hours" ?

Every group that doesn't give up and doesn't give in makes lasting change.

In cycle 11 a single player threw a whole power into turmoil that lasted two weeks.

Crimson State fought for and won Lugh. And then it turned into a Phyrric victory when it became an Alliance control system. The constant undermining has effectively nuked their in-game faction. And yet they do not give up. I believe one day some clever bunny will implement a mechanic that will enable Crimson State to claw their way back.

The AEDC has strategic goals that play out over months.

Read Walt's thread on the BGS and the Mercs of Mikunn.


The things you want are here. - join in.
 
Very well put, thank you.
Grad to hear it, even, though I've flapped my mouth like a monkey...
I'll check it out.
 
Last edited:
One factor that causes an inherent problem with people noticing the BGS is how it updates.

Influence changes happen once every day, at a not-so-specific hour no less, and everything might seem static in-between, since there is no direct feedback for commanders to realize their impact.

There's some things that could use change, admittedly, but the background simulation already has a lot of things to do that indeed do change the face of the civilized part of the galaxy over time.

Learning the ropes on how to direct that flow takes some time, but everyone contributes to it, whether they realize it or not.
 
Apart from the colonisation, which must (and might forever have to) be injected by the developers, the whole thing already exists, either in Powerplay or in the player factions flipping systems and expanding their chosen faction.

That you haven't seen it doesn't mean it doesn't exist.

But this part of PP doesn't serve much purpose, nor is it very deep. The majority of people the do PP just want rank 5 and the weekly payout. A system is flipped and you move to the next. All systems are essentially the same though.
 
Back
Top Bottom