Anarchy factions go extinct everywhere players are.

There are those slightly exploity missions where you can deliver them a couple of slaves and I think completing this mission for a faction lowers the faction influence while rising everything else. I bet those are missions are killing our friends :) Looks like Frontier built in some self-destruct code for anarchies out there.
 
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Never thought of it like that before. That's the main problem with combat pilots having for farm res for the only "meaningful" space combat available.

The main thing that bothers me is when I find an unsanctioned outpost in an anarchy run by a pirate faction and it has no black market.
 
I think its all because "CMDR" is the new Anarchic faction.

CMDR goes in numbers wherever it pleases and leaves dead hulks floating in space wherever it goes...

All the little factions are on the wave to destruction and have no chance to survive (make your time).
 
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The steady beat of civilization as it marches forward

But yes, good point Quineloe and good ideas Stevelaw.

Any Black Market in a system should be run by an anarchic faction regardless of who controls the station
They should benefit from trade to the black market, as you the pirate and smuggler
and they should have missions asking for illegal but not stolen goods

Nice idea - makes perfect sense.
 
The whole system needs a rework. Anarchy systems need to exsist and there needs to be a reason to help them. The only thing most players will care about is money. Pirate factions should have the highest by a fair margin for the payout of missions. Just going to have to see what powerplay is really all about first.
 
The suggestions reminds me of how the Ironclads mod for Starsector does it, basically any trading (as it does now in Elite too) raises the faction potential "economic boom" and other nice things. But additionally, any smuggling and trading to the black market raises the pirate influence and reduces stability of the controlling faction. So with a high volume of smuggling and other illegal activities in said station / system, the owning authority would lose influence and stability (say, gain more pirate spawns). :mad:



As for bounties, i think that if you do a few missions for an anarchy faction in a system and become friendly with them, you should AUTOMATICALLY get bounties related to THAT faction. So if you are now Friendly with "Bobs Space Truck Pirates INC", and they are opposed to the authority controlling faction of "Federal Rats", you should now automatically get bounties for killing "Federal Rats" ships if they are Wanted by the pirate faction.



So basically have the same wanted system, but reversed so the authority ships can be "wanted" by the anarchy factions. But said wanted status would ONLY be revealed if you reach Friendly status with that anarchy faction. It should not be revealed by Kill Warrant Scanners, because its not a "real" bounty, its just representing the overall cooperation of the pirate faction to "Fck the police". :eek::D
 
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Never thought of it like that before. That's the main problem with combat pilots having for farm res for the only "meaningful" space combat available.

The main thing that bothers me is when I find an unsanctioned outpost in an anarchy run by a pirate faction and it has no black market.

The lack of a black market in many pirate stations was what made me instantly abandon any inclination towards that as a play style.

As far as that goes, imho every system regardless of how well controlled, central to the minor/major authority power, or prosperous should have a black market (a much more limited version of the commodities market). There isn't a single human society anywhere that has been without a black market of some sort.

Along those lines, the pirate factions should never default to below a certain amount of control. In major systems, they should always have at least 1% influence while in systems far from the core of human civilization they should default to maybe 5%-10% minimum no matter how strong the government is. This would at least reflect a little that space is huge, that even a star system is still a giant volume of space to completely control and there is always room for a small bit of danger.

If every station had a limited black market, the risk/reward for getting a black market commodity desired into a station wouldn't be that hard to set up. Although I haven't done it myself there apparently is a way to get things into a station without getting caught (fined). - unrelated and maybe the topic for another day, but it bugs me that a station can scan cargo in a sealed canister and know what it is.... - anyways, getting black market goods into a station without getting detected would make it worth a bonus?



I like this thread and I am hereby waving my magic wand to get a devs attention... :)
 
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Frontier's background sim could (should) create new outposts on the edge of civilisation... with new factions. In some places, they would be The Powers expanding, or local factions with serious influence. But in other places, they would be organic, anarchic factions only interested in making money.

The central systems would become more civilised, and the edges would expand with little regard for law and order.
 
I just pushed in 2 hours of bounty farming the Gold Clan of Lovedui from 11.1% to 7.9%

Unless everyone is farming this in solo mode, I am all by myself here.
 
It's not my style but I'm considering going pirate just to support the poor down-trodden, forgotten anarchy factions.
 
Yes indeed but maybe independents too?

Oh certainly the need for "illegal goods wanted" missions that are the buy where legal sell where illegal type could be for more than just Anarchic/Criminal faction types.
Any faction could contain members wishing to have a demand for illegal goods met.

If possible I would suggest;
  • The Black markets are run by an Anarchic faction in system, regardless of who controls the stations
  • Selling at the Black Market affects faction influence and rep similar to trading at the commodities market is for the faction that controls the station.
  • Add the "bring us illegal goods" missions for all factions. Completing them strengthens criminal factions & weakens non criminal factions that offer them, but they pay well.
  • Once Criminal faction is friendly with you, the black market supply and demand figures are unlocked to view, so you can see the demand and prices for the illegal (but not stolen) goods without having to have them for sale. Allows planning of smuggling routes once you have built up a network of contacts.
  • Hard code all Criminal faction controlled Stations and outposts to have a black markets, and each system must have at least one black market (they may do already)
 
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Oh certainly the need for "illegal goods wanted" missions that are the buy where legal sell where illegal type could be for more than just Anarchic/Criminal faction types.
Any faction could contain members wishing to have a demand for illegal goods met.

If possible I would suggest;
  • The Black markets are run by an Anarchic faction in system, regardless of who controls the stations
  • Selling at the Black Market affects faction influence and rep similar to trading at the commodities market is for the faction that controls the station.
  • Add the "bring us illegal goods" missions for all factions. Completing them strengthens criminal factions & weakens non criminal factions that offer them, but they pay well.
  • Once Criminal faction is friendly with you, the black market supply and demand figures are unlocked to view, so you can see the demand and prices for the illegal (but not stolen) goods without having to have them for sale. Allows planning of smuggling routes once you have built up a network of contacts.
  • Hard code all Criminal faction controlled Stations and outposts to have a black markets, and each system must have at least one black market (they may do already)

^This. Repped.
 
Pirate outposts need to be hard coded to always have a black market

Yeah that makes sense. Would also love to see the procedural module generation system create modules in anarchies which are in themselves illegal (high level of firepower, lower levels of armour?). Give anarchies more of a reason to exist rather than being the negative "no government" situation they are in at the moment.
 
I just pushed in 2 hours of bounty farming the Gold Clan of Lovedui from 11.1% to 7.9%

After a number of days of bounty farming and conflict zone work totalling in the millions of credits, we pushed Tyerisu Corp up exactly 0.2% from 49.9 to 50.1%. If we left it alone to do anything else it inevitably flipped back. In a system with a population of 2000.
 
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After a number of days of bounty farming and conflict zone work totalling in the millions of credits, we pushed Tyerisu Corp up exactly 0.2% from 49.9 to 50.1%. If we left it alone to do anything else it inevitably flipped back. In a system with a population of 2000.

If its conflict zones, people might counter your effort. But that still seems weird you get so little for so much effort, while a faction in a much larger system lost more than 3% from a little bounty farming
 
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