please push for this change in the next 13 months!
Zounds of new players will start with Odyssey, a pack of them will be interested in BGS. And ofc they want to start a faction. But where.
please push for this change in the next 13 months!
i would:
- approach you to talk about the problem.
- suggest you, that we will expand your faction from another system to another system, before changing ownership of the system in question.
- split up the system in question, so our faction gains control and 75% to expand, and you keep a station to manage influence more easily.
- propose a treaty to work the BGS together if this works nicely.
alternatively i'd ask you, what your suggestion is how to deal with the situation.
the opposite approach
would be also okay, but will have to have a few more afterthoughts.
- you expand our faction from system in question
- we help to reestablish your system control after expansion
beside that, i'd always be ready for a fullout conflict. if we have the numbers, and you don't, and you don't comply with any of the two suggestions above, i'd attack all systems you are in, until you get back to senses to find a compromise. if we don't have the numbers, i'll focus on being maximum destructive until you get back to senses to find a compromise.
it's a very basic variance of ti-for-tat or reciprocal altruism, which is successfull in a lot of games and biology.
unfortunately, in a a // b // a and b // neither a nor b -matrix, the last option isn't really given, as a player groups minor faction can not retreat from their home - but of course there is also the option to make the system in question a neutral ground (moving it to a third parties control together after moving both factions out of system).
Changing the system to some factions need 50% influence to expand and some need 75%, could get confusing. If that speeds up the rate of expansion, that speeds up the rate that systems gain the presence of a player faction, thus reducing the number of candidate systems a PMF could apply to start in. That was my main reason for objecting to it.
With your proposal, which factions would have 50% and which would have 75%? If a faction can get 50% of a system, they're not far off from 60%, at which point, a war starts with the controlling faction, and a win would get them the system overall. Changing it to 50% could result in a lot more systems having player faction presence but without player control, and then that could either mean they get too big to manage, or they suddenly take control of a large number of systems. Any change needs to have desirable effects for the long term. A short term gain for a long term loss could in the end make the system worse.
Think I misread the link you put to https://forums.frontier.co.uk/threads/another-mechanism-to-expand-a-minor-faction.563802/
My bad, I was very tired when I read that, I apologise for the misunderstanding.
Would your expansion meter be per faction or per system? As it seems to be that a faction as a whole goes into expansion in all systems they have a presence regardless of the influence in each system.
How would that benefit new and smaller groups, as a relatively nearby larger group could just keep an eye on their neighbours and oppose all expansions, and the larger group would have the numbers to do so.
We can feel that happening too. It feels like every other month we see new factions appear in the vicinity, and it's beginning to feel quite crowded (though not to the extent of being stuck in the status quo... yet).It's going to need some sort of radical change soon, since 75% of systems have at least one PMF present, and it can probably be assumed that there's some reason - be that Powerplay or a supported NPC faction or one of the formal ineligibility rules - why most of the others don't yet. Probably only two years before space runs out entirely...
Think I misread the link you put to https://forums.frontier.co.uk/threads/another-mechanism-to-expand-a-minor-faction.563802/
My bad, I was very tired when I read that, I apologise for the misunderstanding.
Would your expansion meter be per faction or per system? As it seems to be that a faction as a whole goes into expansion in all systems they have a presence regardless of the influence in each system.
How would that benefit new and smaller groups, as a relatively nearby larger group could just keep an eye on their neighbours and oppose all expansions, and the larger group would have the numbers to do so.
Given that currently there is a limit to 7 factions per system, unless placed by Frontier, what stops all places being filled up via this new system?The expansion meter should be per system, just like how expansion from influence is per system, I see no reason to have multiple expansions active, so this would just be another trigger to get into the expansion phase.
How this would benefit small player groups.
The big players groups can already today block small players grous from expanding.. They only need to keep these small player groups at below the influence level for expansion. With my suggestion, they now have to do ALOT more work to block another player group to expand. not only do they now ACTIVELY have to keep that player group above 50%, and below 75%. So this should be alot more work to accomplish the same thing. So why bother? it shoudl be reserved for grudges between player groups etc. and still it would require commitment to keep this up! not like it is today, where it should be relative easy to keep any faction below 75% influence to block an expansiuon. But this is bad question, the more important question is what happens when the big player groups expands into the home systems of the small player group, please tell me then how the current rules works in favour of the big group and basically shutdown the small player group.
So lets do scenario:
I am leading BIG BAD Player Group BBPG, we are 1000+ active players
You are "leading" you a small group of friends, of 5-10 players
You decide to create your own Minor Faction, do all due diligence, and pick system that no other players are present in. You start to work on your expansion and are happily incresing your influence and have just just taken over your home system, when me and my BBPG expands into your system.
BBPG gives ZERO care about you and your small group of players, we do not even care to responds to any kind of messages you are trying to send to us. We simply grab the system from you with our better understanding of BGS and number of active players, so we can put ~100 players to combat your player group. that is 10-20 players per active player in your group. You where doomed as soon as the game picked your system for BBPG to expand into.
Current rules:
You are stuck, as long as BBPG are in control, you will not be allowed to expand, as that will pass 60% influence and that will trigger a conflict for control over the system, and we can't have that, much easier to block you from ever reaching this state. It is quite possible to be a minority that have more than 60% influence, but why risk it? The reality is, your minor faction are stuck, and there is nothing you can really do. hopefully, you can own a couple of resources in the system, but that is it.
Suggested new rules:
You understand that you will not be owning your home system, but you can work with your minor faction and expand to other systems, that hopefully are not controlled by another big player group. BBPG would have no reason to block or otherwise mess with your effort to expand your minor faction, as if you are busy doing that, means that you are not actively trying to work your minor faction into control in your home system. You do not challenge them over control, they only reason they have to mess around with your minor faction is to maintain their control and since you only need to be below 50% influence, with no minimum cap, to work the expansion meter (which does not gives influence), you are no threat to BBPG. and you get to enjoy working your minor faction to new systems.
I say it again, the specific expansion meter missions that you will do to complete the expansion meter, should require some commitment, todo, we are not talking about running 4-5 mission, it should be atleast 20+ it is not supposed to be a fast track to skip the 75% influence, it is meant as an alternative, it is there to give small player groups options to co-exists with other player groups, without having to fight over control, which will almost always favour the big player groups. Or for situations when two player groups ends up having the same home system.
And exactly how does my suggestion make this any worse than the existing system?Given that currently there is a limit to 7 factions per system, unless placed by Frontier, what stops all places being filled up via this new system?
Let's say that BBPG have control of 20 systems and presence in 30 more. They can then expand from 30 systems, thus reducing the number of systems smaller factions could expand into. And I'm not sure how this solves the issue of "2 groups having 1 home system and not willing to share it".
They might expand and then have a new "home" system. But if 1 or 2 larger player groups then enter the system, and the smaller group a're forced to retreat to their official home system, they're back at square one. Only with less systems to expand to now. I suppose they could spend the time to get themselves into as many systems as possible so they're not having all their eggs in one basket, but if a lot of PMFs, and a lot of NPCMFs are doing that, then the available places to expand into will be reduced a lot quicker. What with 80% of all factions being able to expand, as most will have less than 50% in at least one system.
That then instead causes invasions to increase, in lieu of expansions, which will be won by those with larger player numbers, thus reducing the number of places that smaller factions will be located at, and potentially just speeding up the current issue
now you muddling the facts here, factions can still expand into systems that already have 7 factions present. that is called an invasion. I have seen several systems lately that due to this have had 8 factions...By increasing the number of factions that can expand, from (currently) only those in control of any system AND having one system with 75% influence, to (proposal), all factions pretty much, that increases the number of expansions. Meaning that the number of systems with a free place in them goes down pretty quickly. Meaning that smaller groups could only expand via invasion, which requires player numbers, thus disadvantaging the smaller groups that would otherwise have benefited.
If you're a new group starting out, and can expand at less than 75%, by filling up a bar, that's great. But then, all factions with any system at less than 50% can do the same. Let's say a large faction has control of 20 systems and presence in a further 10. The chances are, at least one of those 10 system will be less than 50%. By virtue of them being a bigger group, they can do those 20 missions pretty quickly. They could even divvy it up, getting quarter of their players to exploit the mechanic in 1 system they don't yetcontrol. Why might they do this? Because if a system has 7 factions, nobody can expand into it. They could in effect fill up all the empty spots nearby pretty quickly. And that means that the smaller groups have less systems to expand into.
The larger group then just monitors which ones have an invasion, and counters that, while maintaining the others.
The only way I can see this mechanicworking is if therewere a limit, based on the number of systems you control. Ifyou control more than x systems you have to use the current system. If you control less than x, you have the proposal that you've thought of alongside the current one.
If a large player group uses this mechanic, the number of systems without a PMF in, will quickly decrease. As creating and placing a new PMF doesn't look if the existing system has a PMF there in control, but simply if it exists there at all.
It's difficult, but you can expand without controlling the system. It's much harder to do these days, but definitely still doable.Also, do you really need to be in control to be able to expand? I am pretty sure, we had a minor faction expanding from our system at 75% influence, while another minor faction was the controlling faction, as we won the mandatory conflict that happens at 60% influence. I think they maxed out at 80% influence. before brought them down again.
The point I think @RisingPhoenics is trying to get across is that by quickly fillling systems and turning most expansions into invasions, you'd give large player groups an even larger advantage:now you muddling the facts here, factions can still expand into systems that already have 7 factions present. that is called an invasion. I have seen several systems lately that due to this have had 8 factions...
Also, do you really need to be in control to be able to expand? I am pretty sure, we had a minor faction expanding from our system at 75% influence, while another minor faction was the controlling faction, as we won the mandatory conflict that happens at 60% influence. I think they maxed out at 80% influence. before brought them down again.
And still, how is different than keeping a low population system, and just cranking up the influence on that system? do not require that much work either, you would still be limited to one active expansion at a time.
The point I think @RisingPhoenics is trying to get across is that by quickly fillling systems and turning most expansions into invasions, you'd give large player groups an even larger advantage:
It is much easier to make a faction lose a war (which immediately removes them from the system again) compared to preventing an expansion into a system altogether.
And on the monitoring side it's even easier, as you'll be warned "a day in advance" through the sudden pending war, at which point you have a chance to still rally people and foil the others' invasion, compared to having to monitor all the surrounding systems for a faction triggering a regular expansion that almost can't be stopped once it's started.
In short, I think such a system being introduced would briefly create chaos as expansions happen all over the place, filling nearly all systems. After that it would be all invasions, which I believe are more beneficial to larger groups than smaller ones.
Pffft, okay, way to go sir. First of all, please fix all those typos, I'm having a hard time reading the first part (not because of feelings, but because there's so much gibberish).And what is stopping this from happening today then? when we have 75 different minor factions that already controls over 50 systems each, and the top 4 controls over 100 systems...
I do not see any difference with the current system, and you but blame opn my system, that atelast would allow more factions to expand and work. And I can think of, is that you are part of the BIG PROBLEMATIC player groups, that are ACTUALLY denying small player groups their options to work on their minor factions. Nothing you have said here, have disproven my suggestion to allow for this. all you have not said, is plenty, and the only logical reason for this is that yuou think the vcurrent systemn where the big problematic pkayters groiuyps shoudl be allowed to be bullies and DENY other players to work on their minor factions. That is the core issue, all other stuff is a smokescreen to protect your BIG PLAYER GROUPS from the rest..
[edit]
According to the Wiki the bubble is roughly 20 000 inhabited systems
According to a twitter post by Frontier (Elite Dangerous), there was nearly 21 000 squadrons created in Elite Dangerous by the end of 2019.
So if every single Squadron, would request to have a Minor Faction in the game, that would mean that we could fill the entire bubble with player minor factions, one in each system...
And if we look at data from EDDB, we get that there is already 2500 player minor factions, so even if we distribute the bubble between all of those existing factions, then every faction would get ~8 systems each.
And if we look at the top player minor factions, we already have several that is in control of over 100 systems...
Some other fun data, is
32 player groups that are in control 50 or more systems, with the average being 75 systems...
75 player groups that are present in 50 or more systems, with the average being present 71 systems...
So the minor factions backed by the biggest player groups control some 2400 systems, that is some 12% of the bubble, and that is just 32 minor factions, which is ~1.3% of all player minor factions...
And you are worried about that more player groups woudl be allowed to expand... the system is already broken...
Pffft, okay, way to go sir. First of all, please fix all those typos, I'm having a hard time reading the first part (not because of feelings, but because there's so much gibberish).
Alright, let's break this down bit by bit for you:
You are correct and I agree that the current BGS definitely favors big player groups. I don't think I have said otherwise. However, I believe that your proposed system would just make the situation worse, for the reasons I've already stated.
You saying that the only reason I could possibly be against your proposed system is that I am part of a "big bad player group" is so ridiculous and false that I just won't respond to that. When someone criticises your proposals, you should read it and respond to it, not just say "you're just saying this because you're BAD! Smokescreen!"
(FYI our group has consistently had less than a dozen active members most of the time so we're definitely not a large group lol)
The statistics you brought up show how much large groups are favored. It's undeniable. I don't have an idea on how to fix it myself. But I believe that your idea would not fix it.
If you're gonna continue screaming and kicking instead of bringing rational arguments to the table, I'll just leave.
I feel with you about your conflict and hope we'll see a better system for placing player factions as much as you do. Cheer
To give that system even a chance of not providing "easier" expansions though, it'd need the following:So using selective reading and bringin up your own conclusion on what is the proble, while ignoring what the core idea is about. is not having a meaning discussion, it is nitpicking and avoiding the core issue.
Nowhere have I said that my suggestion about an ALTERNATIVE method to expand, should be "easy". even when I say something about it should at MINIMUM be 20+ mission, that got then as fact that any big player group can do 20 missions with ease... without actually caring for what I wrote... nitpicking on details without even trying to understand the issue.
And that number has risen significantly since - there are well over 23,000 active squadrons just on PC alone - not counting, which that 21,000 figure did, squadrons which had since been disbanded, or which all the members were long-term inactive.According to the Wiki the bubble is roughly 20 000 inhabited systems
According to a twitter post by Frontier (Elite Dangerous), there was nearly 21 000 squadrons created in Elite Dangerous by the end of 2019.
Well, the system is already biased in favour of large groups, because it's mostly a numbers game and they have the numbers. But preventing that would require an active diminishing returns mechanism against them - that made it both harder to expand to and to control multiple systems over and above the basically linear logistics challenge. And even that would only work against large single-faction groups: if it's easier to control a region with 3x10-system factions than it is to use 1x30 system faction, then it'd be one PMF and two NPC proxies controlling the space instead.And you are worried about that more player groups woudl be allowed to expand... the system is already broken...