Squadron driven founding and expansion of minor factions.

Greetings commanders, this is a suggestion for not quite overhauling, but tweaking the BGS and minor factions function, but let me preface with a simple statement:

As we all know, Squadrons can pledge allegiance to a minor faction.

And this, fellow commanders is what i propose to be the driving force behind some functions of minor factions.

Influence changes: There shall be a others category (ill ellaborate on this further down) and squadrons can now hold influence in systems. This means that all actions by a player with a squadron membership pool into their factions/squadrons influence. The usual ways of gaining influence apply... 50% of the influence (bounty hunting, killing authority, trading uvm...) gains trough your actions are credited towards your squadrons presence in this system.

Expansion changes: Systems in expansion or investment will piriotize other systems where they have a foothold of 5% as "others" faction in for expansion into. If none present, the same old ways apply. (this is mainly so that npc factions can continue to function normally without the backing of players)

Player faction founding changes: Instead of player factions being fdev approved and selectively planted, squadron leaders can found a player faction themselfes - in systems where their squadron holds 5% influence.

So: Id like to introduce a extra category to the influence graphs and the galnet: Others.
Others is a category for influence held by factions below 5% influence and squadrons.

Id like to outline some rules for this.

  • Factions within the others category cap out at 5% influence and cannot hold any states or assets.
  • The way to get past this 5% threshold is trough founding of a new faction, which then shall be added to the other minor factions in the system, or trough expansion following the otherwise usual rules for expansion.
  • Each powerplay cycle, factions within the others bubble lose influence which then is given back to the minor factions outside of the others bubble evenly.
  • Factions below a certain threshold are wiped from the records entirely.
And finally...
  • Factions that fell to 5% or below will be pending retreat (and risk outright disbanding if this is the only system they have presence in) and be exempt from the 5% cap, raise influence the usual ways to avoid retreat and get back out of the others bubble.

To recap: These chances improve player agency within the BGS system, particulary concerning expansion and founding. Expansion will be easier to aim at a specific system while still requiring quite some effort. Player faction founding and death is now fully dynamic without requiring fdevs involvement.
Last edited:
Top Bottom