'Yes' to guilds and/or stations? What services would you like?

I am part of a gaming community with a number of Elite players.

For support of our community I would like (as a bare minimum)
  • Multiple admins of private groups - so when group-creator is on holiday, we can still add players.
What I would ideally like is
  • A commander tag (four characters as per most other MP games) that anyone in the private group can display as a commander name suffix in Open Play. This gives our members an identity and sense of belonging.
This is what I would see as community support. Frankly while the comms is not ideal, we use our own TeamSpeak Server and forums for communication and organisation, so any further changes would not be required for us, although I can see any improvement as a good thing.


As I interpret the discussion, a Guild differs in that it can hold a group resource (money, ships, etc.) that can be handed out by Guild leaders to members.

Also Guilds would be minor factions and if active in a system, could achieve a majority and become the leading faction in a system, therefore controlling one or more stations.

It's not something I'm personally interested in, but I think this could add to the game for many, however a caveat would be that it couldn't exclude non-guild members from visiting a system. Certainly non-members shouldn't be "hostile" like PP. I suggest that they would pay higher prices than guild members for goods and services in their controlled system. The guild (being the political leader) should then logically be able to set the system preferences on what items are illegal, levels of security, etc.

In Solo and Private, these prices, settings etc. would still apply as would the guild ownership of the system.

That's my interpretation of the idea of how guilds would apply in Elite. Feel free to contradict, correct or add as appropriate.
 
what do i want from a station? i want to fly there, land there, refuel, repair, rearm, trade and get missions.

i can imagine a player group acting as a minor faction. so - let them do a mini-cgs to get a minor faction. let them choose a politcal agenda, alignment, political system and which goods are legal or not. mini-cg to build and "outfit" their station. let them set up missions for other players payed from stations owner or player income. let those missions raise influence, and maybe help with getting the prices for goods right. set a station income via bgs and state of system. let the station income suffer if the system suffers etc.

i'm not really sure whether this meets the idea of people who want to own stations. i don't. but for me, i would like to see an imperial station under constantly fed attack near sol, or an anarchistic outpost in a hightech system, where i can get those drugs, while the station owning faction members are constantly interdicted when supplying their station cause they are doing illegal stuff, or an explorer outpost where a group of player keep the system security permanently high... fun!
 
I think it would require a beefing up of the existing minor faction systems. If you had some sort of Fleet (Guild) mechanic in-game, the Fleet could align itself with certain existing minor faction, and if that faction took over specific stations, the Fleet would be given management of the station in a limited capacity.

The station wouldn't be able to deny anyone from docking; the Pilot's Federation would throw a fit over that. For people not in the fleet, life would go on as usual.

Perhaps the station would offer a discount to others in the Fleet on modules/ships/commodities (5%?), as well as a discount on insurance for any claims from within that system or another system controlled by the same minor faction.

The players could project their Fleet symbol, selected from a range of predetermined symbols in a variety of colors, on the video screens inside the station for all to see.

I wouldn't say that a Fleet would make the decision on if things were legal/illegal, or if Black Markets were present.... that would still be determined by the minor faction itself, so Fleets would then want to align themselves with factions that represent the values they have.

Come to think of it, isn't this what Powerplay should have been?
 
I support both the concept of player organizations and station control in ED, but I'm in the "player faction/NPC minor faction support" camp rather than supporting "guilds" as such. To clarify, NOT guilds in the way they work in most MMOs but rather some system that uses the existing game mechanics, lore and conventions.

What I'd see as critical to a player group system in this scenario is the following:

1) A way to turn a group (as in a private group) into a player faction operating in open mode. This would involve menu selection of the characteristics of the faction, administrators, etc
2) A player faction treasury.
3) A menu page that can only be accessed by faction administrators when in a starport. This would be to allow creation of missions etc from a menu-driven system. The missions would show up on the Bulletin Board.
4) A menu page on the Galmap that allows the player faction admins to "suggest" a location for one of their controlled systems to build a new starport or outpost. This would again be menu driven.
5) A game-wide, open, faction text comms channel
6) (optional) A sector-wide faction voice chat channel

That's it. Along with changes to the game code to allow controlled access to game systems that at the moment are only accessed by the AI, nothing else is needed.

- - - Updated - - -

Also to those interested in owning a station, what would you expect to be able to do?

Initially, create missions to provide a way for the faction to gain influence with the station.
Later, create CGs
Later again, spawn CZs
Later again, interact with the local dominant Power (if any) in some way
Much later, the ability to suggest a new location for a starport construction

No control whatsoever over station business, trading, administration, policies or anything else.
No control over the local authority vessels.
 
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