Squadrons and Proper colonization mechanics

It is simple, if the OP gets his way sooner rather than later one of these groups will take full control over some vital system or station and suddenly some rare item we all need for engineers or whatever is denied to all except these squadron members. Or they will decide that anyone entering their system is the enemy and killed.

We've already had that with the AEDC attempting lockdown after lockdown in Lave , blocking the supply of brandy, which is needed to unlock an engineer......

Bill
 
Thank you Bill for pointing that out
I don't think you realize that doesn't help your argument. Why should players be given more tools to effect others game play on a large scale? With your idea all it would take is a egomaniac and a bunch of lemmings to muck the game up for a good portion of the player base if they put their mind to it.
 
Okay doesn't even have to be about rares or engineering requirements, it could be as simple as not letting non-squadron members dock to refuel or repair. Especially if they find their new system nicely placed on route to Colonia or somewhere.

Not supporting the OP's idea here, but what difference does it make in that particular scenario ?
There wasn't a station in that system before, so you couldn't have refueled or repaired there anyway.
It would just remain the exact same fly-through system that it always was.
 
Not supporting the OP's idea here, but what difference does it make in that particular scenario ?
There wasn't a station in that system before, so you couldn't have refueled or repaired there anyway.
It would just remain the exact same fly-through system that it always was.

Unless players decide to take that route as it is now available to them due to jump range or refuelling requirements. Look I will be honest, I don't want player owned assets in the game, simply because if there is a way a player or a group will exploit these assets to bring grief to other players they will. Seen it often enough in other games that it has left a decidedly sour taste in my mouth as I know it won't end well. These things always start with good intentions, but it only needs one person in the group to get egomaniacal delusions of grandeur to ruin it.
 
No player or player group OWNS a station like you are suggesting.

Reading his suggestion, nothing suggests ownership, as the star port would be a star port subject to all the normal BGS and Jurisdiction rules.

No different from the Current CG submission system that can result in new star ports, that are not owned by a player or group but by a Faction.

And since the OPs suggestion said it would have to be an un-colonised system, that star port then could not be used ti usurp existing systems
 
After additional thought the OP would be okay for power play if that ever gets overhauled.

Squadrons are essentially guilds so the following probably wouldn't bother me. Guild halls via asteroid base would probably be ok. Once you have the base you would get restock/repair. After upgrading your guild base you could get squadron missions, limited storage, cosmetics for your base etc. Add in some short term bonuses (like +5% mat drop rate for 4 hours) that cost cash and upgrades or a guild cgc arena built around your asteroid. Even better they could add a SRV racing track upgade. Small cool stuff your squadron could use and socialize around.
 

Deleted member 115407

D
I'm all For player owned assets. Always have been.

Thr would make the Galaxy actually come alive.
 
It has been a while OP since you last proposed EvE Dangerous.
If you look at his ideas out of his context though some of it might be good for power play. I've always been against what Viktor has proposed as far as "squadron control" but after closer examination some of his ideas might work on a larger scale. Power play is lame so I would welcome progressive changes. Player controlled - no but multiple factions working together to push the frontier outward would be welcomed by me.
 
Like I have said before I feel the the BGS is a great big version of risk. And I feel if we can not only were the flags of a supported minor faction it would be cool if we could plant those flags in systems that have no minor faction in them. Essentially just adding another peace to the board. Of course It would have to come at a cost and a risk but if the reward is right I feel many commanders would welcome this type of gameplay. I think that it would not only be innovative gameplay wise it would also fit into elite dangerous gameplay mechanics.
With squadrons at our doorstep it would be nice to have some type of gameplay to take advantage of it.
 
It is pretty clear what is expected of the Squadrons mechanic. An in game tool(s) to organize and communicate within a player group. And a way to display your affiliation for all to see around the galaxy.

There have been many rounds to this discussion, and it's less than certain that empire building should or will be part of this feature. The expansion of factions are already covered through the BGS. Let's leave it that way.
 
It is pretty clear what is expected of the Squadrons mechanic. An in game tool(s) to organize and communicate within a player group. And a way to display your affiliation for all to see around the galaxy.

There have been many rounds to this discussion, and it's less than certain that empire building should or will be part of this feature. The expansion of factions are already covered through the BGS. Let's leave it that way.
I respectfully disagree with you this not about empire building and if you never innovate gameplay options the game will become boring and stale over time. As far as what we know about the Squadron gameplay mechanics it is next to nothing as of now I only wish to express what I feel could be gameplay mechanics that would take advantage of said Squadrons.
 
I respectfully disagree with you this not about empire building and if you never innovate gameplay options the game will become boring and stale over time. As far as what we know about the Squadron gameplay mechanics it is next to nothing as of now I only wish to express what I feel could be gameplay mechanics that would take advantage of said Squadrons.

I am going to take the opportunity to express mine, as you do. From my recollection of the previous discussions the general consensus for Squadron mechanics was as I described above. An in game tool(s) to organize and communicate within a player group. And a way to display your affiliation for all to see around the galaxy.

E|D as a game is already an innovation. One I am hoping to spare all of the bloat, and drama other games I play suffer from. i.e. Guilds/Fleets/Cults.
 
I respectfully disagree with you this not about empire building and if you never innovate gameplay options the game will become boring and stale over time. As far as what we know about the Squadron gameplay mechanics it is next to nothing as of now I only wish to express what I feel could be gameplay mechanics that would take advantage of said Squadrons.
To be honest a lot of your posts in this vein rely heavily on empire building. That is a large scale mechanic. I don't believe that squadrons should be based on that.
 
I respectfully disagree with you this not about empire building and if you never innovate gameplay options the game will become boring and stale over time. As far as what we know about the Squadron gameplay mechanics it is next to nothing as of now I only wish to express what I feel could be gameplay mechanics that would take advantage of said Squadrons.

Yet your original post is all about building - right up to building a station. Add that to your comments on how you want to influence the BGS and the only logical conclusion available is 'empire building'. Even your personal title suggests that - Sky Marshall implies that you are a leader of something. And whilst it is true that very little has been released on the squadron mechanics, what little that has filtered down to us is that the mechanics consist of just tools to help mange your squadron (which as yet we have no ideas of the requirements). Like the proposed carrier, all that was said is that squadron members could rearm, repair and refuel on it, yet some extrapolated that to fully blown mega-ships of war with independent travel and massive jump range.
 
While i'm interested in colonization to some extent, i wonder what the point would actually be.

I mean, you go out there, do your colony, and then... what?

I can only think it might be nice to set up a colony with a like minded player group well away from other players. A place with pristine rings and lots of unexplored systems around. But i can't imagine a lot of players wanting that. Outfitting would be light and a long way from engineers and stuff. Not many players around.

And if close to the bubble, why? Just to have a home with less outfitting and stuff than the surrounding systems? Hell, i get that already with my home system as it is.

So, yeah, i kind of want colonization, but not sure what i would actually do with it.
 
It is simple, if the OP gets his way sooner rather than later one of these groups will take full control over some vital system or station and suddenly some rare item we all need for engineers or whatever is denied to all except these squadron members. Or they will decide that anyone entering their system is the enemy and killed.

Yeah played a game like that once where player factions could take control of towns, was meant to encourage wars or some such over towns, what actually happened was a few empires of cooperating clans took over the entire map and nothing every happened except this one town that was the only source for a particular key could charge whatever they wanted for it.

I don't think it could happen due to instancing though, what happens when all your people are logged of? If it remains on the planet it has to be an FDEV controlled asset because it would need to be inserted into the galaxy map, if it vanishes when the last person logs out what on earth is the point?
 
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