RJF Volkodav, on 11 July 2017 - 08:47 AM, said:
In the alpha, the district/march system worked in some ways, but failed in other, significant ways.
We are going to be starting with a monolithic setup but should be migrating to a "command"-based system before long (it was under development last year and is on hold as the person who was working on it took a new job and had little time to work on the automation then), The idea is that a faction's space can be divided up -- by the team who runs the faction -- into "sub-commands", which would each have a measure of autonomy over the space they control (they would be allocated a share of the faction's budget, would be responsible for defenses in their sectors and attacks from them, and so on). The top-level faction would still be responsible for faction politics and diplomacy, overall faction economy, and so on.
What this approach solves is the problem we had where there were huge gaps in, say, Davion space, that due to the march system in place, could not easily be absorbed into the surrounding space. With the "faction/command" system, if a team in a sub-command has to pull out, or that team is swamped and can't handle the load, the team that controls the top-level faction command can step in and take over or lend a hand.
This also makes possible an additional bit of intrigue. As an example, consider the NBT-MWO alpha, where DC was populated by, at one point, (I think) 4 different teams -- LIB, 6RCT, NS and someone else I currently forget. If, say, LIB controlled the overall DC faction and 6RCT and NS had sub-commands in DC, one of those sub-commands could theoretically break away from DC and declare their independence...possibly initiating a civil war. LIB would have to make a choice about trying to bring the rogue command back under DC control, or continue prosecuting war against the Clans. It's something that we had been trying to encourage in NBT as far back as NBT4, as I recall, but in the end, it always seemed that it turned into an IS vs. Clan league. I'm not saying that this makes it any more likely that we see an increase in IS vs. IS action, but it certainly lends a bit more role-play support to some of it.