While I would love to see a much more in-depth strategic war system I am not familiar enough with the limitations of Elite's BGS/networking and updating.
As a quick fix for systems at war I would suggest the below.
- War zones should be dangerous, whether a player wants to participate or not. Players who don't want to be part of the war shouldn't enter the system.
- War status is shown on the galaxy map as some kind of easily visible warning.
- Players entering a system at war are given a big warning on their screen "DANGER! ACTIVE WAR ZONE" plus an audio warning.
- Players are automatically aligned to the faction that they have the most reputation with.
- If conflict is between Federal/Empire/Alliance factions then your major faction reputation is the primary decider.
- Military ships will aggressively attempt to interdict enemy CMDRs in supercruise.
- Enemy ships will blockade target stations (remaining outside gun range) and attack enemies who appear (this results in a blockaded tag on the station name in SC). Destroying enough ships will clear the blockade temporarily. In extreme cases a capital ship will be the blockade.
- The war as a whole acts like a mini-CG/Powerplay and tracks your contributions in terms of instances won/lost and ships/CMDRs destroyed. Probably using the same/similar interface to the CG/Powerplay one would be fine.
- Endless Conflict Zones are replaced by various kinds of events.
- Distress Beacon: Friendly non-combat ships under attack (or combat ships outnumbered). Destroy attackers to win the instance.
- Distress Beacon [Capital]: Friendly capital under heavy attack. Destroy attackers to win the instance.
- Engagement: Result of an interdiction. Basically a small Conflict Zone that has a very limited number of combatants.
- and others I can't think of. The main point is that none of these last forever and can be won for bonus points towards overall victory.
- Bulletin board missions give you more advanced events.
- The mission description gives you a good idea of what you are up against so you choose suitable missions.
- Base Assault: A small, destructible, space or surface structure (mining/refinery/munitions dump etc.) with some defenders. There could be different variants depending on your assigned objective in the mission. Destroy the gate, knock out generators, suppress defence guns etc.
- Convoy Assault: Destroy a group of enemy transports (or maybe pop their cargo hatches to steal war supplies or secret information).
- Recon: Get in close and scan some stuff. Enemy presence is very high so stealth/speed would be preferred strategy. Gives smaller ships some jobs just for them.
- Assassinate: Hit their military leaders.
- and of course the same missions but from the opposite perspective (defence).
- The overall system victory is based partially on ships destroyed but a bigger contributor is "winning" the missions and instances and destroying enemy CMDRs.
- If we had system where information/recon missions added to an intelligence rating for the faction which then unlocked higher value missions for all players that would also be a step in the right direction.
Just random thoughts, maybe some interesting ideas.
CMDR CTCParadox
As a quick fix for systems at war I would suggest the below.
- War zones should be dangerous, whether a player wants to participate or not. Players who don't want to be part of the war shouldn't enter the system.
- War status is shown on the galaxy map as some kind of easily visible warning.
- Players entering a system at war are given a big warning on their screen "DANGER! ACTIVE WAR ZONE" plus an audio warning.
- Players are automatically aligned to the faction that they have the most reputation with.
- If conflict is between Federal/Empire/Alliance factions then your major faction reputation is the primary decider.
- Military ships will aggressively attempt to interdict enemy CMDRs in supercruise.
- Enemy ships will blockade target stations (remaining outside gun range) and attack enemies who appear (this results in a blockaded tag on the station name in SC). Destroying enough ships will clear the blockade temporarily. In extreme cases a capital ship will be the blockade.
- The war as a whole acts like a mini-CG/Powerplay and tracks your contributions in terms of instances won/lost and ships/CMDRs destroyed. Probably using the same/similar interface to the CG/Powerplay one would be fine.
- Endless Conflict Zones are replaced by various kinds of events.
- Distress Beacon: Friendly non-combat ships under attack (or combat ships outnumbered). Destroy attackers to win the instance.
- Distress Beacon [Capital]: Friendly capital under heavy attack. Destroy attackers to win the instance.
- Engagement: Result of an interdiction. Basically a small Conflict Zone that has a very limited number of combatants.
- and others I can't think of. The main point is that none of these last forever and can be won for bonus points towards overall victory.
- Bulletin board missions give you more advanced events.
- The mission description gives you a good idea of what you are up against so you choose suitable missions.
- Base Assault: A small, destructible, space or surface structure (mining/refinery/munitions dump etc.) with some defenders. There could be different variants depending on your assigned objective in the mission. Destroy the gate, knock out generators, suppress defence guns etc.
- Convoy Assault: Destroy a group of enemy transports (or maybe pop their cargo hatches to steal war supplies or secret information).
- Recon: Get in close and scan some stuff. Enemy presence is very high so stealth/speed would be preferred strategy. Gives smaller ships some jobs just for them.
- Assassinate: Hit their military leaders.
- and of course the same missions but from the opposite perspective (defence).
- The overall system victory is based partially on ships destroyed but a bigger contributor is "winning" the missions and instances and destroying enemy CMDRs.
- If we had system where information/recon missions added to an intelligence rating for the faction which then unlocked higher value missions for all players that would also be a step in the right direction.
Just random thoughts, maybe some interesting ideas.
CMDR CTCParadox
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