Problems with permanent "System Architect" Status

My apologies if this duplicates an already-existing discussion, but I wasn't able to find one. I am really hoping a dev sees this, because I wanted to express some major concerns I have about the colonization feature from the perspective of the leader of a medium-sized squadron (and player minor faction). Specifically, I am concerned about the following Q&A from the 19 December 2024 Frontier Unwrapped:

Q: "What system will be in place for a colonized system if the architect goes inactive for a prolonged period of time?"

A: "Well, nothing really...."

This approach poses serious problems for any group that is wanting to expand. As I mentioned, I'm the head of a medium-sized squadron, and we have a player minor faction that controls several dozen systems. Since squadrons themselves cannot have "system architect" status, we will have to coordinate our members to individually colonize nearby unoccupied systems that we have an interest in. But one thing you quickly learn as a leader of a player group is that members come and go all the time. You'll have members that are regular for years, and one day their life gets hectic and they are just done with Elite, vanish, and we never see them again. If "system architect" status could expire due to inactivity, then that wouldn't be a problem at all. The systems that player was in charge of would "time out," and we could put someone else in charge. But with permanent system architect status, that is impossible. If a player that was developing a system leaves, then development of that system is apparently lost to us forever unless that player literally hands us their Frontier account login when they leave (which for obvious reasons I would never ask someone to do).

This gets even worse if your group undergoes a some sort of schism or falling-out and a bunch of players leave. About a year and a half ago, our former BGS head and several of our most devoted BGS players left due to irreconcilable differences in our visions for the group, and they formed a new squadron operating out of an entirely different part of the bubble. If that happened post-colonization, we'd all of a sudden have a whole set of abandoned systems that we can no longer develop.

In addition to members coming and going, other player groups come and go. We have had other player minor factions in our backyard just completely wither up and die, and under the existing BGS mechanics, that's not a problem, because we can just expand into those systems. But now, there's a realistic possibility (or probability) that other player groups will coordinate colonization around the same areas we are, and will then go defunct. We'll then stuck with barely-developed neighboring systems with maybe a single starport, that we cannot further develop, ever.

All of this also completely deviates from any system of colonization we've seen in human history. On a large scale, when European countries formed their empires, they had to fight to keep them. Like Britain couldn't simply show up in the New World, plant a flag on an island, and then just leave for decades and hope the Spanish and French would never take it. And on a smaller scale, when individuals would homestead or develop gold/mineral claims, they had to use them. Imagine if a settler in the American or Canadian west in the 1800s would have showed up, plopped down a cabin on a homestead site, and then left for a few years. Would they expect their land to still be theirs when they came back? Absolutely not.

All that could be avoided by a simple expiration mechanic. Maybe have some requirement that the System Architect do something with their system periodically to keep architect status, even if it's as simple as logging into a menu and pushing a button. Just something in place to give other players or groups the chance to continue developing a desirable system if its abandoned.

Finally, this post is not intended to be a complaint, and I am only posting because in the recent dev videos it has been obvious that Fdev wants player feedback on the new systems and is probably willing to make changes. My group is very excited about the colonization mechanic, and between colonization and the recent end to the Thargoid war, we are finally active again after a pretty long dead spell. Colonization is a feature that could really continue to bring player groups together, cooperating toward common goals. But my group and I are seriously concerned that the lack of any kind of claim expiration mechanic is going to result in a ton of "ghost town" systems that simply can't ever be restored.

EDIT: I wanted to clarify a couple things because I think some folks are misunderstanding me. I am NOT asking that players be able to UNDO or demolish what the original architect has done. I also have no problem with the original architect's name forever remaining on the system map, just like is currently the case with the person who first discovers a system. The ONLY point I'm making is that people should be able to further develop the system at some point if the architect completely abandons it.
 
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All of this also completely deviates from any system of colonization we've seen in human history. On a large scale, when European countries formed their empires, they had to fight to keep them. Like Britain couldn't simply show up in the New World, plant a flag on an island, and then just leave for decades and hope the Spanish and French would never take it. And on a smaller scale, when individuals would homestead or develop gold/mineral claims, they had to use them. Imagine if a settler in the American or Canadian west in the 1800s would have showed up, plopped down a cabin on a homestead site, and then left for a few years. Would they expect their land to still be theirs when they came back? Absolutely not.
Except that's exactly what did happen... 🤣
This is what drove the construction of the Royal Navy's vast fleet of 'economically designed' frigates to 'show the flag'.
 
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Agree on all points above. Well said. Of all the things I would "do differently" with the new colonisation mechanic - permanent architect status is the one I really don't like.

I accept that there might be technical considerations that a layman like myself is not aware of. Who becomes the new architect? How do you enable a new claim stage on a system which is already colonised, while at the same time differentiating between new and old (pre-colonisation populated) systems in the DB? Which faction drives the new claim and what happens to existing factions? Do you need a whole new process and a new UI for reassigning the architect? etc.

However FDEV have a history of releasing either unfinished or downright MVP mechanics, only to have to revisit them later (engineers rework, C&P rework, mining rework, explo rework etc. etc. etc.). I would hate it for colonisation to have to be revisited 2 years later, just because there's too much garbage around the bubble that needs cleaning up. So in this case, I'd actually be ok with postponing colonisation (and even the Beta, as apparently all the tests that players will carry out become permanent colonies) by a few months to make it more robust and able to withstand the test of time.
 
Which of the unlimited number of Squadrons that could be affiliated to the Faction in question would be chosen for one of the members of that Squadron to be designated as the new System Architect in the event that some form of inactivity reassignment trigger were put in place?
This one.

Bottom line, i think squadrons and people that "play the BGS" aren't the target audience here. Specifically, players leaving a group or just ceasing to play when they've colonized a system in that context is a non issue... the goal as far as any of FDs info about this is not "strategic expansion in order to facilitate political goals of players"... it's simply a mechanic for the existing systems to "grow out" in a way that avoids the issues that might occur if colonisation was a fully automated part of the BGS.

Honestly, between PP2, the Thargoid war and the design choices of Colonisation, it feels like FD are finally loosening control of factions from players, which realigns with their original vision where they thought players "wouldn't care about factions", and instead align to the Superpowers (and more contemporarily, powers)... relegating factions and the BGS more broadly away from front- of- mind gameplay.

Tbh, i think this is a good thing, as hopefully this is a precursor to more dynamic and extreme BGS swings to create more opportunities, at the expense of players ability to "control" the BGS.

In that regard, permanent system architects are no more of a problem than so- called "abandoned" factions; it's just more flavour for the bgs to play with.
 
Everything it's easily avoided, except when it isn't.
The mechanic could be just that. You log in, you keep your status. No button to push, no nothing. Just log in the game periodically.

Historically, FDEV have been super excited about FOMO - paintjob here, module there, do this Thargoid activity nawo or lose it forever, etc. I couldn't believe my eyes when recently, they decided to add the new FSDs to brokers immediately after the event.

So this kind of incentive to get players to login every once in a while should be right up their alley.
 

Robert Maynard

Volunteer Moderator
Sure would suck to come back to having lost all your system architect roles, because you couldn't log on for x time.
.... or for a player who is not a member of any Squadron to return to find that a member of a Squadron had been designated System Architect for their colonised system just because that Squadron had affiliated with the Faction and the player had been inactive (for whatever reason).
 
Honestly, between PP2, the Thargoid war and the design choices of Colonisation, it feels like FD are finally loosening control of factions from players, which realigns with their original vision where they thought players "wouldn't care about factions", and instead align to the Superpowers (and more contemporarily, powers)... relegating factions and the BGS more broadly away from front- of- mind gameplay.
The advantage of the faction system is that it gives players who don't want to be just foot soldiers the opportunity to feel like they are taking part. They can see the results of their actions the next day (for the most part), not have to wait for a week. Frankly, I can see PP2 going the same way as PP1 once players have acquired the weapons they like the look of.
The situation raises a few questions: What do non-BGS players do to fill their time? What keeps them coming back?
 
The advantage of the faction system is that it gives players who don't want to be just foot soldiers the opportunity to feel like they are taking part. They can see the results of their actions the next day (for the most part), not have to wait for a week. Frankly, I can see PP2 going the same way as PP1 once players have acquired the weapons they like the look of.
The situation raises a few questions: What do non-BGS players do to fill their time? What keeps them coming back?
Same thing that's kept us 'coming back' all these years. The next port to visit, the next system to find.
 
Sure would suck to come back to having lost all your system architect roles, because you couldn't log on for x time.

Double edged sword.

People also wake up 6 AM on holiday to occupy chaise lounge chairs by the pool with a towel. It's just the way humans are. And it sure sucks for someone actually wanting to go to the pool, seeing a bunch of empty chairs, but not being able to use any, because someone was "there first".

Anyway, I think a 1 year period of inactivity is reasonable enough. And I don't remember any major player complaints in the past on the dynamic nature of the game world. For example carrier decommissioning or BGS factions losing influence, retreating etc. I'd like this approach to game world building to be kept with colonisation too, even if it takes 1, 2, 3 years to adjust.
 
What do non-BGS players do to fill their time? What keeps them coming back?
Tbh, the answer to this is, at least for me, another question: when are FD going to put more effort into revamping the procedural activities that fall out of the BGS, instead of just bolting on new mechanics and under-exploiting the ones they've already put in? To get a bit more specific...

Fundamentally, everyone plays the BGS, whether they realise it or not. I personally started as an Imperial "loyalist" just like how i played FE2, till i realised there was virtually nothing to the military rank path and superpower engagement. You're right, the BGS does offer more immediate feedback...

so first question: When will we see a revamp of military career paths, the reputation system, and superpower- level activities and interactions?

But forgetting my idealising of "everyone plays the BGS" and taking that as strictly "people who support factions"... well, maybe i want to do search and rescue. Outside of the very specific Thargoid War situations... we have distress call uss, which at the very uninspiring "hey, can you help me with fuel or repair limpets?".... we now have Natural Disaster, Infrastructure Failure, Terrorist Attack... these bluntly don't offer any variation or depth of activities that would otherwise be ripe scenarios for furthering the careers of specialist roles like search and rescue.

So second question: when are we going to see more dynamic, interesting and rewarding activities fall out of the current BGS states?

I could go on, but we get so fixated on BGS play being "expanding faction borders", when the reality is it was always meant to be the backdrop for interesting and dynamic procedural content first and foremost... and the factions were meant to be forgettable. Take a step back today and we're really far away from that... but again... the Thargoid war, PP2, heck, the lack of action regarding the current expansion bug (to a point...)... making sure people can continue to push faction borders with no unfair setbacks seems a pretty low priority right now.
 
Double edged sword.

People also wake up 6 AM on holiday to occupy chaise lounge chairs by the pool with a towel. It's just the way humans are. And it sure sucks for someone actually wanting to go to the pool, seeing a bunch of empty chairs, but not being able to use any, because someone was "there first".
There's 400b deckchairs. Not like anyone is going to be short for one.

Now, if you're arguing that this specific deckchair is taken, then i go to "FD only seem to care that deckchairs are filled", because playing that into faction politics is, imo, not the priority


Anyway, I think a 1 year period of inactivity is reasonable enough.
I can think of reasons people can't get on for a year that aren't "extreme" circumstances... but there's also plenty when, if you came back to losing that, it could be a really inopportune kick in the guts.
And I don't remember any major player complaints in the past on the dynamic nature of the game world. For example carrier decommissioning
Carriers are readily replaced.
... BGS factions losing influence, retreating etc.
Players don't own factions, so they don't lose anything
I'd like this approach to game world building to be kept with colonisation too, even if it takes 1, 2, 3 years to adjust.
Better suggestion. Anyone can system architect any system that was made by colonization, any time. If you can bootstrap the effort, who's to stop you? Any squadron can pledge to any faction any time, so any player should be able to build out any system, any time.
 
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The advantage of the faction system is that it gives players who don't want to be just foot soldiers the opportunity to feel like they are taking part. They can see the results of their actions the next day (for the most part), not have to wait for a week. Frankly, I can see PP2 going the same way as PP1 once players have acquired the weapons they like the look of.
The situation raises a few questions: What do non-BGS players do to fill their time? What keeps them coming back?
They do the same things BGS players do except all the research to find out what happens if the sell x in this system rather than that or whether they should be shooting pirates over there rather than trying to decide which side of a war to join in with.

I do know that what I am doing has an influence on the BGS but I am not interested in letting the BGS influence what I do where and why.
 
There's 400b deckchairs. Not like anyone is going to be short for one.
I beg to differ. If the bubble is the pool, then the number of chairs in the immediate vicinity is much smaller.

Better suggestion. Anyone can system architect any system that was made by colonization, any time. If you can bootstrap the effort, who's to stop you? Any squadron can pledge to any faction any time, so any player should be able to build out any system, any time.
Actually I do like this idea better. Now I'm struggling to think why FDEV wouldn't have just considered this option from the start. Non-rethorical question: which problems would appear, when two or more players are using the architect interface at the same time... ?

If the only consideration is giving a single player their personal system sandbox - so that they can go nuts architecting - then maybe the two options could be combined: lock the system with a single architect for a fixed / variable amount of time, then open it up for everyone. Kinda like a patent application.
 
No. If I go exploring and discover, get my name on planets, first footfall, etc, I don't expect that to be overwritten because I went away for a while from the game. I discovered them.

If I go to the arguably larger effort to become a system architect for a colonised system, choosing economy and facilities to my preference, I don't expect that to be overwritten either.
 
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