Posting to bump and underscore the continued need for a more long term/real time approach to gameplay and connected activity.
I'm still of the opinion that a more radical approach is often where a solution lies, in a situation where there's been a status quo for a long time.
In regards to factions, I believe that if we give factions 'something to fight for', it will stimulate activity, and draw players to factions as an outlet to contribute and invoke change. 'Something' in this case, means a greater principle, like maintaining territory and protecting bases. 'Blues' are fine but its the greater military/political situations that are possible here that always drove roleplay and character development. Without a more player driven system, there is still a huge lost potential for a game like this.
That is why I suggested making Capital ship npc bases the focus of faction efforts (maintaining territory/protecting normal NPC bases). Navy and military factions would be most effected, but all other factions essentially can contribute to the situation in some way. Police help navy defend the same territory and ships if need be, etc. Supply companies help bring supplies, construction companies help with repairs where possible. Freelancers join in with defenders, attackers, suppliers. All the while, people consume and generate for the same reasons as always, to get the best stuff they can with their efforts, and contribute towards a real goal with it all. When there is a real goal, the drive to play derives from a more real motivation. Motivation here gets people back online here instead of somewhere else!
Even a lite version of the battle system would be a good thing to advertise in other space game communities, that we'll have factions that maintain capship bases to maintain their territory in real time. Even one battleship base (essentially set up like a core 4 or 5) per system would create a capture the flag situation for almost every potentially disputed system (which is why I suggested multiple ships, able to be repositioned at request of their factions).
Those types of events should always be going on, and ongoing! Allowing this to unfold in real time over longer periods (not just events happening on single days for just a few hours), we'd get that 24/7 real time feel going again here. The potential for [near] real time actvity like sieges/wars always seemed like a great chance to keep activity going 24/7, keeping the player population up better during the lowest points. People would use that time more to trade for money for their combat ships they'd be using more, and in many cases be able to organize for attacks/defense at any time. Again, with the use of bots via dischord, any of these mortal bases could be set up to be monitored like POB's and send out an alert notifying the entire player population that action is underway, giving all a fair chance to jump on and join a side!
I believe that if we create these situations and give some value to the reprecussions, even small gains/losses, it would give more reason to advertise the server as a more active place, with the most player options and opportunities it's ever had. People love space sims, and space shooters, but people seem to want more in the lines of interactivity and real time simulation. All of which also greatly enriches the roleplay, which then has more depth, being more based on real events, and there would be more reason to forming faction ties and alliances.
(11-11-2019, 08:29 PM)Groshyr Wrote: tl;tr
Those who care about the server, take the time to read the OP, and the stuff about planets/ore points, capturing stations, planet sieges can all be sidelined as unessential/get around to it last.
Also, in regards to planet sieges, a more simple option would be to just place enemy battleships adjacent to one another at a planet, and let the winner 'claim' it, if/when such a situation develops.