The Static Galaxy, the Background Sim, and the Economy: Why Player-Owned Stations is not the sole answer

The Static Galaxy, the Background Sim, and the Economy: Why Player-Owned Stations is not the sole answer

Recently, there’s been a huge amount of talk on player-owned stations to add depth to Elite. While I personally stand neutral on this, I will say that owning stations does not add particularly interesting gameplay elements by itself.

To begin, I’d like to introduce myself. I’ve played with the PCI-Syndicate (now the Syndicate) with the goal of manipulating the background sim. I’d like to share with you all the limitations of the BGS and the ingame economy. This is why the galaxy feels completely static.

In Pand, we were blessed with a beautiful system. We were on the very edge of settled space, and had 8 terraformable planets.(!) Our objective was to create a safe and prosperous system and eventually push into uncolonized space. Realistically, Pand would be seen as an investment to be developed, a breadbasket to that sector of space.

Unfortunately, we quickly ran into the limits of the BGS. We could not spread our influence into other systems (20 lys) without developer intervention. We cannot build new stations without a local CG input by the developers, nor could we push terraforming or colonization on our own. *This is why the galaxy is static.* There is very little visible change in the galaxy without input by the developers. You can sit in the same system for years, hauling in food to lower prices for the population to drive population growth (which doesn’t work), haul in mineral extractors to increase the production of metals (we were an extraction economy)(PS it doesn’t work either), but nothing fundamentally changes. The only thing we were able to affect were states (Boom, civil unrest, etc)

What this game needs is a *procedurally generated method of expansion, colonization and development*. A faction rich in capital should look at controlling nearby systems (already in game) OR developing their current system if this is impractical or impossible (ex. Past range limit), based on exploration data sold to them. I want to see factions building new in-system stations to fill holes in their economy if local resources support it. They should begin terraforming where possible in controlled space and create agricultural stations.

Obviously, this cannot be done by any old faction. This can only happen through concentrated efforts of players, either over a long period of time or through intense activity to increase available capital for these very expensive investments.

Think about it. You jump into a system, see that they have a station under construction *without a community goal* You know that this means prices for metals and machinery will go through the roof due to high demand. For combat pilots this means they can get contracts to protect the vulnerable and uncompleted station from attack from hostile factions or from pirates (think of bridge thieves). Imagine fighting through the gut of an unfinished station. Consequently, the reverse should be possible. A faction should abandon unprofitable stations should they enter a state where they cannot maintain it. Another faction can move in and take the station, should they be able to afford it, or perhaps let it sit mothballed until someone can claim ownership of it.

The same goes for terraforming a planet. A faction gains enough capital to develop a planet, and therefore begins the process. You enter a system with terraforming in progress, and sell the needed products to aid this process.

This brings me to my second main point. Why do we have limits on commodity prices? This leads to simple A to B trading, or possible *gasp* A to B to C to A trading!

I propose we let prices rise/fall freely without a cap. If a station is experiencing a chronic food/medicine shortage, I damn well should see prices/profit rising to above 1k a ton, depending how severe it is. A faction building a new station should be paying a King’s ransom for needed goods *if this is not adequately supplied*. This should limit straight A to B trading and encourage traders to explore different stations and routes to earn the most profit. Sure, CR/Ton/H won’t be constant, but it will vary, and the old average should remain the same. Untrafficked areas should damn well be paying a premium for much needed supplies, and even more if they are experiencing a state, either existing or proposed in this post. *There should not be a situation where there are only 6 different goods traded by any trader worth their salt*

Additionally, why do we not have proper supply chains? A lack in say, explosives needed for the production of the extraction of metals should bottleneck it badly. A station should pay a premium for explosives until this is resolved, so long as there are buyers for metals. If not, production should drop, and therefore the need for explosives. Consequently, oft fulfilled supply chains could drive a station to invest in increased production and vice versa (imperial slaves for Empire, slaves where it’s allowed, robotics for feds, mineral extractors to increase metals, agricultural cultivators for food, etc).

*The current state of transport good A to place B ad nauseum should not be the most profitable route to take. When needs are not fulfilled, when goods are not bought to be transported, the prices should fall or rise meteorically until players are incentivized to take those goods instead/fulfil those goods*

My next point is population. Population change is not currently modelled at all. We do have a population number on systems, but this does not change at all. Population serves very little purpose save to determine supply/demand on goods.

Population should change freely as well. War refugees should flee to neighboring systems. Outbreak and famine should cause population decrease and emigration (it’s stated that this is modelled, but I personally have not observed it; correct me if I’m wrong). Bust should cause working age population to leave emigrate. Consequently, boom should cause an influx of population rushing to fulfil jobs. Cheap food should encourage population growth. A newly terraformed planet should increase a total population capacity and attract migrants.

All this means that more becomes possible on the nasty things to do to a system. Blockade a system, steal cargo and sell it elsewhere to drive prices up (and to trade things in to make a profit!) to wage economic warfare. Cause factions to abandon stations by cutting its supply routes and ability to make a profit on selling its goods.

If we can see this, then perhaps the galaxy will truly come to life. Frontier, you’ve created a wonderful, immersive sandbox. Give it life, let it change freely, and let us build sandcastles.

TL:DR
BGS and Economy are static, build them properly and the galaxy will feel dynamic.
 
We can't create emergenct content without some way for it to affect the world at large.

Agreed - that's why I don't see what the point of player-owned stations would be without a crafting game or other system that creates permanency in the game world.
 
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I really like the idea of supply chains as that would seem to indeed make a larger number of commodities interesting.

The other aspects are great idea IMO but I am thinking that at a 1 to 1 time scale should happen very slowly. IRL things like refugee flows and especially large construction take quite a bit of timetable get started and then rise to a significant level or completion.


Just some thoughts.
 
+1. I have to agree. A dynamic background sim where things like colonization, expansion, population changes and such would add a lot of depth and content.
 
This is the kind of thing I was expecting of the BG sim when it was outlined way back in kickstarter.

I agree, let it breathe. The devs can always step in to 'restore order' if things go too wild...

Rep to you for pointing it out.
 

Scudmungus

Banned
Deb be sayin no offline mode coz 'background sim'.

...den dey betta be makin de background sim into sometin dat was worth de loss!

Mi an misistren an bredren got home system, named Dave. Aal glory to Dave, within her hairy arms be de light.
 
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I am all for making the BGS more robust, and predictable. I look at any resources spent on improving the way players effect and interact with the galaxy as well spent. I'm sure it would be a very positive happening for the game.
 
Great post JP. It's hard to even play the game right now when in a single tick, a system with 5 minor factions in it can experience a 57% influence swing between the highest faction and the 3rd faction. 66 -> 47, and 8 -> 46. In a single day! With absolutely zero feedback that it was happening, or how it's happening, or who is doing it. Not that it matters who is doing it, because they're almost certainly doing it in solo, based on lack of CMDR's in my contacts yesterday.

Anyway point is, I don't even know how I can continue playing this game right the way the BGS is. It's completely horrific. But, I hate PP even more; so if this next announcement from FD doesn't include a major overhaul of the BGS, I'm really not sure if I can keep interest in this game any longer. All it really does is frustrate me and tick me off anymore.
 
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Abandoned stations - nice :) Imagine abandoned station. It doesn't rotate, since there's no power. No light, no ads, half of those entrance pipes are broken. You can fly inside freely - it's almost dark, half of pads are filled with garbage and metal scrap, you turn you lights on and get down - you can still park since pads are magnetic. And there's some sounds in a dark ... Maybe it's some crazy station inhabitants who didn't want to leave and now they live here by demanding bounty of very curious commanders who have courage to visit.

Well, no, I feel like some crazy Metro 2033 or Zombie game starting up :D
 
Unfortunately, we quickly ran into the limits of the BGS. We could not spread our influence into other systems (20 lys) without developer intervention. We cannot build new stations without a local CG input by the developers, nor could we push terraforming or colonization on our own. *This is why the galaxy is static.* There is very little visible change in the galaxy without input by the developers. You can sit in the same system for years, hauling in food to lower prices for the population to drive population growth (which doesn’t work), haul in mineral extractors to increase the production of metals (we were an extraction economy)(PS it doesn’t work either), but nothing fundamentally changes. The only thing we were able to affect were states (Boom, civil unrest, etc)
You should also examine some of your assumptions regarding the sim, especially the role of pending, critical and active states. I agree that it would be good to see some of the system properties as variables rather than constants (i.e. population), and that it would be very interesting to see sufficiently wealthy factions begin projects such as terraforming and system colonisation automatically (I'm given to understand that it is possible for expansion into empty systems to happen, although I've never seen it personally and don't know what conditions would have to hold in order for it to occur.) However, comments I've seen in other threads indicate that at least some of your problems are due to misunderstandings on how the sim works.

For instance, active states block pending and critical states. If you push a boom through the period when a faction is expansion critical, for example, the faction won't expand. Booms can last quite a long time, depending on how much capital the faction have accrued; long enough for the expansion critical state to come, and go, without the expansion taking place.
 
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Yeah the OP said this: "I will say that owning stations does not add particularly interesting gameplay elements by itself."....But all the rest, I'd be oblivious to anyways, its not my game. You want content and gameplay, add Tier2 NPC's and complete the planned overhaul of missions...
 
So, I agree with all of this.

With regards to unfixed commodity pricing -

I think the disadvantage of that is that untravelled regions being a clear buy/sell point due to high commodity differential would scatter the playerbase and make it difficult to identify hotbeds of player activity.

This should be done intelligently to avoid this so that we end up with meaningful and relatively localized trade routes rather than a spread of opportunity for traders, or we'll never see other players in open play.

That having been said, I'm not against the change, I just thunk it's a more complicated problem to solve than just opening some floodgates.

In general I comepletely agree with the OPs feelings about BGs fidelity being more important than plauer ownership of stations - feeling lile active participants in the galaxy should come first, and honestly, I don't care if a station has my name on it or my guilds name - if I helped bring it to life by protecting it, or carrying supplies there, I will feel like it's mine, and that kind of ownership is more valuable to me.
 
Excellent and enlightened post. Devs should read this and hang their heads. They have not provided what they set up to provide.
 
I am for this so long as resources are not exhaustible. This might lead to problems if resources are exhaustible.

For example lets say a mining system runs out of minerals so there is no demand for equipment to extract minerals which in turn shuts down refinery systems which in turn shut down high tech worlds unable to produce anything with the refined metals. Without the hi-tech worlds producing anything other worlds and systems might die out so on and so forth. Sure dying systems might encourage the expansion of human civillization but we are likely to expand almost like in a ring outwards leaving our original systems dead or sparsely populated.
 
I think the disadvantage of that is that untravelled regions being a clear buy/sell point due to high commodity differential would scatter the playerbase and make it difficult to identify hotbeds of player activity.

This should be done intelligently to avoid this so that we end up with meaningful and relatively localized trade routes rather than a spread of opportunity for traders, or we'll never see other players in open play.

The simplest solution would be to create few highly populated systems which would accept enormous amounts of goods. Some kind of trade hub economies, where all the traders within 100ly would go to sell goods from outer systems.
 
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