Frontier:Are fights during civil wars supposed to effect influence or change the outcome of the war?

Piece of buggy code, the background simulation ;) A system changed hands (and allegiance) and still shows as an 'anarchy'. There is barelly anything working correctly in this game if you go out of the 'solo spacetrucker 24/7'. We are clearly in beta yet, only released by name. Typical gaming industry scam heh

Submitting tickets is also a waste of time, as they will never get processed.
 
one thing ive noticed, the missions during civil war are given by the overall contolling faction, when you are being asked to side with someone the major controlling faction dont know who you are going to side for, but both sides know that you are doing it for the Governing body. Politics - get 2 smaller factions to war whilst bringing in all the relief and trying to end the war by hiring independent pilots to kill off the battlers, one side or another pays you for your help, they lose respect for you due to the fact they can no longer afford the ships because they are paying you in the "its our fight, go away" mentality. All the while, the leaders and manipulators are actually not only making money from loaning and selling the warring factions fully armoured military ships, but also making it seem like theyre great by feeding the poor, helping produce and upgrade the working conditions .....

These civil wars all seem to be so that a small faction can try to gain a foothold in a station, probably because everyone avoided thier missions because they didnt give the correct reputation the player wanted .... if anyone was watching which faction was giving them missions
 
wait for 1.1 i guess, u probably wont get a reply on this thread, they ight be working on it, and we are getting community missions in feb
 
Any insight on how you won the civil war to get the station to flip? Running combat missions, conflict zones, or just continued to do normal missions to work on influence? Before, you wouldn't even get conflict zones if the civil war didn't include the controlling faction. So, unless it was an oversight, conflict zones clearly weren't required to win civil wars.

Honestly, no. We had a contingent working out of that station, running missions, particularly 'aggressive ones' as well as another group trading out of our other owned stations...however, since then, we've been doing the same out of other stations and bupkus, to this point. On the positive side, we have pulled our supported factions % up to 83-84%, and pushed the main faction down to under 15%. We have three factions showing pending states of boom and civil war, with 'Seeking Luxury Items' USS's in the system. Unfortunately, we dare not utilize those as the only factions collecting the luxury items are our enemies within the system.

As of the 1/16/15, it appears that the dev team has posted that the Combat Instances will now be used to determine the outcome of planetary civil war AND a war between any faction and the 'owner' of a system. Reading what is being written, these shouldn't be a faction based activity (i.e. faction/influence isn't rewarded) (https://forums.frontier.co.uk/showthread.php?t=71327&p=1592481&viewfull=1#post1592481) but they will be a tally item...the players have to choose a side, (using your right hand screen and choose the faction), kill as many of the the other side as possible, and turn in your kill chits for the tally. The side with the most kills wins. Whichever side wins will influence, not only their local faction (in the case of the player directed conflicts), but the direction the dev injected story will take.

Ultimately, the question is "Is it working as intended?". This is hard to say. Until we know the player base understands that to have their kills count they have to choose a side, it's hard to say. With the solo and private groups influencing the system 'behind the scenes', it is also difficult to say how a particular war instance would turn out, i.e. just because 'you' cleared out all your bad guys in a particular open instance, it doesn't mean that the Mobius Group didn't clear out 3 times as many in their private group instance. Such are the difficulties of the seperate game modes.

If the instances are working as intended, I would expect Michael to come by some time and say so. If not, he might come by and say they fixed some bugs and they are monitoring it. He is doing the best he can in shining some light through the opaqueness that is the 'black box'. I also recommend those interested in the meta, to seriously watch the patch notes. Although the wording might seem obtuse at times (I know Michael, you are translating these as best you can!), they do have nuggets of importance for the player based interactions. Note: https://forums.frontier.co.uk/showthread.php?t=103124&p=1598828&viewfull=1#post1598828 This patch MIGHT have fixed a problem or two we are discussing.
 
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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.

^ This or something similar seems to be happening. After several days of obervations the influence changes seem to indicate the following:

Faction A: civil war with B
Faction B: civil war with A
Faction C: cash combat bonds for faction A in Factions Cs station

Apparent Result:
Faction A - loses influence (combat bonds should increase influence)
Faction B - no effect on influence (despite losing more ships to players attacks)
Faction C - gains influence (Faction A's influence loss is Faction C's gain)

Has anyone else noticed a trend like this over the past week with all the new civil wars? More focused testing may be required to see if this is just an assumption (other factors may be at work explaining faction C's gain) or a response from a member of the Dev Team who can actually check the systems would be appreciated :)
 
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It certainly doesn't look like there is any background sim taking place, maybe except trading. The living, breathing universe is sure a great selling point but once hit with reality of how things work or rather don't work is a whole other thing. Looks like this game needs a crap load of polish...

Someone already debunked that each npcs isin't actually trading. They just fly around for show.

Also, personally i sold over 3000 tons of 1 item and it didin't even move in the station interface.
 
Someone already debunked that each npcs isin't actually trading. They just fly around for show.

Also, personally i sold over 3000 tons of 1 item and it didin't even move in the station interface.


Because resources and programming, you won't ever see trader vessels flying from station to station. There is no code for pathing them. All the NPC trade takes place behind the infamous "Black Box." An unfortunate thing since Piracy COULD have an influence on NPC trade, but it doesn't since they are all effectively in solo mode.
 
^ This or something similar seems to be happening. After several days of obervations the influence changes seem to indicate the following:

Faction A: civil war with B
Faction B: civil war with A
Faction C: cash combat bonds for faction A in Factions Cs station

Apparent Result:
Faction A - loses influence (combat bonds should increase influence)
Faction B - no effect on influence (despite losing more ships to players attacks)
Faction C - gains influence (Faction A's influence loss is Faction C's gain)

Has anyone else noticed a trend like this over the past week with all the new civil wars? More focused testing may be required to see if this is just an assumption (other factors may be at work explaining faction C's gain) or a response from a member of the Dev Team who can actually check the systems would be appreciated :)

This exact observation is why I don't do combat zone missions anymore. It's illogical and quite possibly broken.

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Because resources and programming, you won't ever see trader vessels flying from station to station. There is no code for pathing them. All the NPC trade takes place behind the infamous "Black Box." An unfortunate thing since Piracy COULD have an influence on NPC trade, but it doesn't since they are all effectively in solo mode.

Actually this also makes a lot of sense. If the "black box" system is affecting the reputation systems and economics behind the scenes, and there is no way to interact with it...

That means that the whole simulated backbone of Elite: Dangerous is playing in "Solo Mode"​. :eek:

:cool:
 
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That means that the whole simulated backbone of Elite: Dangerous is playing in "Solo Mode"​. :eek:
:cool:

QFT

Count one more reason why the inclusion of solo play in the Open Play universe makes no sense. I understand why the NPCs were defferred there, because it takes time and money to make a system to have pathed traders actually moving things, but its till very lame that no matter how hard a group tries, there is still the "get out of jail piracy free card" of going solo.
 
Confirming there is something fishy with cashing in combat bonds:
1) Cash in bonds of Faction A in a station controlled by Faction B --> No reputation gain (and probably no influence gain) for Faction A
2) Cash in bonds of Faction A in a station controlled by Faction A --> Reputation gain (and probably influence gain) for Faction A

An other bugged feature most probably.
 
So if faction B didn't have a station, they are kinda screwed? kinda had that impression, was just hoping it wasn't perhaps true. I wonder in the case of the Tionsla conflict, there is no way to support the alliance party, since they have no stations in the system. Would probably explain why they are losing, badly.

The Alliance Lave Proxy War Of Tionsla
Date - 21st Jan
Conflict - (Civil War) High Intensity x1 / Low Intensity x1 / Checkpoints x0
Result - Active (Current influence 4% / 19%)
Location - Tionsla (Independent)
Station Control - None
Belligerents - (Alliance) Lave Fortune Organisation Versus (Independent) Tionsla Defence Force
Forces - Eagles > Anacondas (Novice > Elite) Suspected joint independant force of Tionsla defending against Lave Fortune Organisation.
Note - Suspected to be player orchestrated

so does that mean you can only support them by trading in a alliance system were the party is strong in the hope the effects will carry over a system? I always thought combats bonds needed to be handed in within the conflict system regardless too.
 
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Devs confirmed effects won't carry over, so there's literally nothing you can do if this is true.

Its not quite true.
I think courier missions from another systems (espacially faction home system) adressed to expanded faction does counts.
Mission result screen shows that secondary effect relates to supported faction.
 
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In relation to the question of this thread "Are fights during civil wars supposed to effect influence or change the outcome of the war?", I think there may be a problem with influence not being applied correctly to all factions where a civil war is present. Influence from missions, trading, combat and any other activity might be bugged.

Some unusual changes have been noted in civil war systems with high player activity. I plan to do some testing over the next few days to confirm if trading has any effect on influence
 
The war is over, result confirmed:
Fighting in warzones has absolutely no effect on the outcome of a civil war.

Since there's been no statements to the contrary, I am going to assume this is working as intended.
 
We're fighting in a new war now. Our chosen faction has a station where we've been cashing their bonds... and it's STILL not helping.

I don't think Civil Wars work at all.

The only result of cashing bonds for the anarchy faction at the anarchy outpost has been to ... increase our rep with the Imperials that own the system and the minor faction we are fighting.
 
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