If things are working as intended, and the effects of player actions meant to be sensible, then call me a monkey's uncle.
luxuries traders flying through warzones
The constant comms of the traders hawking their wares and offering to buy over the sounds of dozens of ships duking it out is absolutely amazing.This one is new to me, sounds incredibly hilarious though. About the BG, NO ONE has "flipped" a system yet (no system has changed alliegance) afaik. We don't know if this is yet possible (should be, in theory), it could be an other myth for all we know (I hope it isn't though).
Could the Devs please give us some indication of the state of the Background sim? No specifics, just is it working as intended (not including known bugs)?
A big question is whether it will ever get fixed if we're not reporting bugs regarding it, but how do we know what are bugs if we have no idea what is working as intended and what isn't? Or should we just ticket anything that doesn't seem right?
This is how it works in my opinion: (copied my orginal post from Mikunn experiment forum)
Ok I think i got the idea how the influence and missions system works (background sim from player point of view):
First of all i was wrong about connection with Civil Unrest --> Civil War. Nope, Civil Unrest is something wrong for our faction.
What we need to do in our experiments is to keep BOOM going all the time, keep the Lockdown, Femine and Civil Unrest effects at low levels.
All missions responsible for it, are not really gaining much influence for our faction. (think about them more like a cure, then influence boosters).
But...these missions are very important, because they trigger other missions like Hunt for Security etc. (Ive noticed the pattern in missions available in certain point of our faction pending statuses)
These triggered missions ,very much boost our faction influence and what is even more important cause for opposite factions effects like Civil Unrests and Lockdowns.
If we will only do Hunt Security and other missions that hurt opposite factions, but also hurt us a little bit ( by Civil Unrests and Lockdowns as "side effects"), and will not do missions healthy for our boom and our people, the first ones wont be available for some time. Until we will restore good balance by decreasing negative "side effects" in our faction.
If we will keep that positive balance for our faction and increase disorder in opposite faction, we will soon exeprience big influence change and after that Civil War.
As I mentioned in my previous post - the best scenario for us is to enter Civil War with BOOM effect on our side and some negative effect active on opposite faction side.
Durring the war we need to keep the health in our faction, by doing healthy missions for them and just wait for war result.
I think this is how background simulator works atm for us, this is devs black box.
Ive been trying this in pand, killing certain faction ships in USS sites actually does affect influence. But i havent seen civil war sites yet so cant comment specificaly, but combat with other facction npcs does seem to have a small modifier.
Well, things we know "work":
Trading with stations and Missions influence states
Trading with stations and Missions influences... influence
Civil wars can happen, though they seem incredibly bugged (no news references on start or ultimate results, no confirmed way for players to influence them with the obvious way being confirmed not to, luxuries traders flying through warzones)
High influence factions can expand into neighbouring systems, but those expanded factions can do nothing except wither and die.
While there's definitely some player responsiveness there, I'm not sure how much of that I would call background simulation. And even if I was being generous, I'd be hard pressed to say that it was working "to a large degree". Most of the bits of of it seem to be not working in some way or other.
It's an intriguing foundation, but background simulation implies there's stuff actually going on in the background - that stuff isn't just appearing from and going to nowhere, and the bits are actually interacting and changing on their own over time.
Yep.When you fight, you get "credit" for fighting.
You don't get messages for turning in combat bonds. And it seems random whether your rep stays the same, goes up, or goes down as a result.What kinds of messages do you get when you do a turn-in for the combat? Does it say the station situations are getting better?
No messages, except when we take combat missions, and then the message seems to be completely random as to what it helps and hurts, probably because the only side offering combat missions is neutral third partiers.I mean when I do missions, I see "lockdown" and "hunger" and ... all going up and down as well as my reputation with a faction. What kinds of messages are you getting? Are *ANY* of them pointing out that faction's performance is going up?
First off, you don't seem to understand the situation I've laid out - we're not talking about anything related to taking over systems and our side has no station owners. Additionally, you don't actually make money since the pay is pathetic and one slip up means a larger repair bill than your day in the warzone, and you don't get any rep for participating.I've a hunch all you do by fighting like that is make money and build rep with that faction - not actually improve it's ability to take over that system. Meanwhile even 1-2 traders and/or mission runners working from the other faction's station *WOULD* be improving that station owner's ability to take over the system.
Neither side in the war has, to my knowledge, offered a single mission. The war zones seem utterly irrelevant to the result. That is the problem. It is impossible to run missions for the factions, and even if it weren't it is absurd that warzone combat would have absolutely zero influence on the outcome.In other words, you're busy beating down the peons while the bosses sit fat and comfortable actually taking over the system. You'd need to focus on missions and such that improve the station's ability to do better vs just blow up the other guy's cannon-fodder.
Now this would be great, and actually involve background simulation!1. Side A and B is pushed into civil war by players or natural events.
2. Side A has 500 war ships, side B has 400 war ships.
3. When one of the sides in the conflict has 50 ships left, the conflict is over and the new station owner is assigned or the old one gets to keep their main asset.
4. Players on either side get updates regularly, through the GalNet or directly on the battlefield about how the conflict unfolds and, hence, everyone is aware what needs to be done and in what timeframe.
5. "Stuff" gets delivered by players and NPC on either side of the conflict, which help supplement respective economies and "produce" Y amount of war ships above the regular daily faction ship-producing threshold. Hence, wars have the potential to be perpetual or finite.
6. Pirates hunt traders, preventing them from supporting their economies of choice, bounty hunters hunt pirates, pirates hunt pirates, bounty hunters hunt bounty hunters, and Isinona hunts them all, in no flight assist mode..
Now this would be great, and actually involve background simulation!
Sad that it definitely doesn't work like that.
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It's a GAME and players need updates on their progress one way or another. People need to see the dynamics of economical inflows and war casualties and should be able to make educated predictions on what needs to be done, based on what they clearly see is going on.
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yes. my thoughts exactly. i would even take the laughable 3k per kill if i know if and how much my action did influence the conflict.
at the moment i get low money and no info about my actions. it's like drowning in a big sea of nothing.
Cashing in the combat bonds should have an influence increase for that minor faction.
Michael
well, one of the dev actually mentioned it should have an effect, i really wish they would just put everything into a single thread, a guide of some sort, just to give a general idea on how players can affect the game within the limitations.
Originally Posted by Michael Brookes
Cashing in the combat bonds should have an influence increase for that minor faction.
Michael
needless to say, a nice bit of information, that helps put one of the pieces of the puzzle together. Would be nice to know how much influence per 3k, to get a average idea of how many kills a player should get to take it up 1%
Update:
Another days worth of efforts. Thousands of enemy warzone ships killed. The enemy's influence has tripled, while our side's has fallen. There seems to be no rhyme or reason to what's going on.
Note I have bolded the word should from Michael's Post. Seems like he's not sure if it's working as intended and with no way of us being able to view all the changes to influence, only the agregate score after a day from all players actions in a system, it's impossible for us to tell if it's working or whether there is a bug we should be reporting.
Wonder if the the Devs could add a debrief screen, same as when you complete a mission, to other actions such as turning in bounties and combat bonds, selling/buying goods and selling exploration data.
Maybe there's a bug where the influence is being applied to the wrong side. Either the ships in the Warzone are being attributed to the wrong side or because the station you turn the bonds in at belongs to your enemy it's applying the positive influence change to them.