They put online the expansion page, so we got also the features list.
* Factional Militias
Governments on every side of the war are eager to recruit pod pilots, and have set up factional militias as a means of bolstering their standing navies. Each faction has a corporation open to all pilots with the appropriate factional standing minimums. CEOs and directors are also encouraged to bring their entire corporations under the aegis of the militias, to better fund and coordinate the war effort. Regardless of corporation membership, all militia members will share a chat channel and read-only mailing list.
Each of the factions relies heavily upon the support of their militias, granting the privateers great political clout. Talented pilots dedicated to the cause can rise through the newly-created ranks, 10 for each faction, by increasing their standing with their chosen militia’s corporation.
* Factional Warfare Agents
In order to handle the influx of mercenary pilots, each of the four militia corporations have hired new agents-over 320 in all. These new agents are specifically tasked with coordinating the activities of freelance pod pilots and assigning them missions inside territory held by enemy militias.
Due to the emphasis placed on the role of militias in the conflict, many stations now boast new Militia Offices. Pilots can track their own warfare victories and kill statistics, as well as those of their corporation and faction. Each pilot’s map has also been upgraded to better accommodate the increased flow of logistics data. The galactic map can now be configured to show occupancy status of a system, as well as detecting the presence of hostile navy forces.
* World Shaping
The confines of settled space cannot contain a war of this scale, causing the fighting to spill over into a new region. Named “Black Rise,” this new region contains 49 new star systems and nearly 40 stations, many of which are already sworn to one faction or another.
* System Occupancy
In light of the formal declaration of war, CONCORD is now recognizing a new level of system control beyond sovereignty: occupancy. Factions gain occupancy of a system by winning conflicts in contested complexes. When a militia accumulates a certain number of victories for its faction, it is authorized to assault the star’s System Control Bunker within 24 hours. Should the bunker fall to the attacking militia, a cease-fire is called in the system’s Factional Warfare Complexes, and that faction gains occupancy of the solar system.
This is looking very close to my expectations and original thoughts. Something linear like a military career with the goals and steps clearly defined.
The two important elements that are missing are about the faction itself providing directly the ship, modules and munition to fight. AND polish the combat zones so that same-rank players are equally matched and not wiped clean by someone who brought there a titan. Or insta-killed by a specialized corp that decided to take over a particular spot.
It’s absolutely indispensable that everyone can jump in, and that the tasks and battlegrounds zones are dynamically tweaked to regulate the players power, number of players active in the system and the zones distribution.
* Factional Warfare Complexes
As war rages across the stars of New Eden, a myriad of hidden deadspace complexes have taken on great strategic importance. Militia pilots that successfully scan for a complex and hold it uncontested for a set amount of time will claim it for their faction, and be rewarded with corporate standing-as well as more tangible benefits. But capturing these points of interest will not be easy, as they’re guarded by rival naval forces. Speed and cunning are required to keep these important sites out of enemy hands, which is why microwarpdrives have been cleared for use in the complexes.
My fears is that instead of a dynamic mission system, they are using a fixed zone-based one.
Holding a complex uncontested may as well sound like sitting in one place for “x” hours doing nothing at all. This really needs to stay out of the game.
The system itself should record the number of active players that are taking part in this system, THEN matchmaking them on the fly, directing them to the active system, or spreading them, or tweaking the zones so that the players are sent to fight in their proper-rank zone.
Permanent complexes are a threat to the accessibility of this system if they aren’t controlled and managed by the system. With the risk that once again new and unorganized players don’t have the chance to participate and things fall again in the hands of a minority.