A Guide to Minor Factions and the Background Sim

Oh no, not that one! I was referring to the AEDC guide.

Just a note to say that things are not yet clear enough to rewrite for 2.1. We should put up a health warning though.

2.2 will probably change things again. My personal suspicion (no proof of course) is that certain elements of the BGS have been altered to enable retreat mechanics to clean out systems and will be stablised in future patches.
 
There is also the video insight devoted to the BGS (still about 2.0)

[video=youtube;y5DGyG6Qwvk]https://www.youtube.com/watch?v=y5DGyG6Qwvk[/video]
 
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Ok, this is still pre-2.1 though.

Did I say it was updated for 2.1? No. Did I write it? No. Is it still useful for a bgs beginner? Definitely.

There is also the video insight devoted to the BGS (still about 2.0)

Or is it? There were several things said in that stream that were wrong in 2.0 but are now correct in 2.1. Personally I think that stream is a mix of 2.0 & 2.1 information because Dav was in the middle of working on the changes at the time.
 
Or is it? There were several things said in that stream that were wrong in 2.0 but are now correct in 2.1. Personally I think that stream is a mix of 2.0 & 2.1 information because Dav was in the middle of working on the changes at the time.
I'll second that, and there are some concrete examples. 2.1 BGS stuff had probably been committed long before the live stream based on some of the stuff Dav said.
 
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.

Since 2.1, we now have things like "wartime salvage" missions for rebel transmissions/other wartime-flavoured missions etc... anyone know if these change influence? If not, gonna find out tonite :)

E.g
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Varieties I can find that explicitly mention helping the war effort are
- Assasinate Deserters
- Strategic Data Transfer
- Wartime Salvage
- Massacre enemies (will likely work anyway)
 
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I tried them and they seem to have effect. But the correct test would be to find a conflict with no external influence and then only do these missions.
 
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.

Since 2.1, we now have things like "wartime salvage" missions for rebel transmissions/other wartime-flavoured missions etc... anyone know if these change influence? If not, gonna find out tonite :)

E.g

Varieties I can find that explicitly mention helping the war effort are
- Assasinate Deserters
- Strategic Data Transfer
- Wartime Salvage
- Massacre enemies (will likely work anyway)
Useful contribution to the war effort if you don't like CZs, but not very cost effective for those that do. How long would it take you to recover this data compared to taking out a couple of Cobras at 16,000cr each?
 
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.

i don't think so. it was the best activity, to do so, together with CZ missions, but killing a minor faction ships outside a CZ always had an effect on influence; and there have been strong hints that bounties did count, too. whether some of the missions ("bring battle weapons") had an effect idk.
 
Useful contribution to the war effort if you don't like CZs, but not very cost effective for those that do. How long would it take you to recover this data compared to taking out a couple of Cobras at 16,000cr each?

"Cost effective" is a relative concept. I often see war salvage missions around 500M and assassinations beyond 1M, these are definitely cost effective :D it may depend on your reputation with the faction.
 
"Cost effective" is a relative concept. I often see war salvage missions around 500M and assassinations beyond 1M, these are definitely cost effective :D it may depend on your reputation with the faction.

Presuming you mean "500k" ;)

And yeah. I'm pretty quick at running missions. 2 minutes to get out and drop off some data, tbh.

Ironically, I remember pre-2.0 never seeing "massacre" missions in CZs, yet everyone said they were most effective, and that handing in bonds was weaksauce.
 
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Presuming you mean "500k" ;)

And yeah. I'm pretty quick at running missions. 2 minutes to get out and drop off some data, tbh.

Damn 500k of course :D yes and stacking these missions makes them very profitable, even allowing for the occasional NPC placed on your tail.
 
mentioned in the current CG thread, they are changing the way Lockdown states work in CG, and it should be adjusted and enhanced (perhaps minor and major lockdown states) with progression and varying impacts
 
"Cost effective" is a relative concept. I often see war salvage missions around 500M and assassinations beyond 1M, these are definitely cost effective :D it may depend on your reputation with the faction.
Yes, 'cost effective' isn't the right phrase. What I should have said was 'time effective' - I was really only looking at the first example - but still a bad choice of words.

Are we sure that it's the number of missions undertaken that affects the influence most or the value of missions? Or is it a combination?

For example, there are missions that offer 3m or so for the destruction of 50 pirates. Hunting down and destroying ships takes much longer than it used to. That 3m can be earned quicker by doing a couple of long-range deliveries or a succession of more local missions.

Which is the best use of time and therefore the most effective?

Or is it better to have more fun chasing down the bad guys?
 
Heya all,

Just a quick question... is it possible to somehow trade in and out of an outpost until it offers more facilities such as outfitting or rearm?

cheers!
 
Heya all,

Just a quick question... is it possible to somehow trade in and out of an outpost until it offers more facilities such as outfitting or rearm?

cheers!

not permanently. investment state is said to improve situation temporarily. but for adding services to a station a community goal and a patch is necessary.
 
not permanently. investment state is said to improve situation temporarily. but for adding services to a station a community goal and a patch is necessary.

this is something im hopeful is changed to more of a dynamic and procedural thing in the future ( but who knows when it will occour)
 
Yes, 'cost effective' isn't the right phrase. What I should have said was 'time effective' - I was really only looking at the first example - but still a bad choice of words.

Are we sure that it's the number of missions undertaken that affects the influence most or the value of missions? Or is it a combination?

For example, there are missions that offer 3m or so for the destruction of 50 pirates. Hunting down and destroying ships takes much longer than it used to. That 3m can be earned quicker by doing a couple of long-range deliveries or a succession of more local missions.

Which is the best use of time and therefore the most effective?

Or is it better to have more fun chasing down the bad guys?

Effect must still be analyzed in full of course. But there is another thing - missions now allow non-combat oriented players to influence a conflict, which is beneficial.
 
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.

Since 2.1, we now have things like "wartime salvage" missions for rebel transmissions/other wartime-flavoured missions etc... anyone know if these change influence? If not, gonna find out tonite :)

In 2.0 warzone missions were effective. Branch warzone missions were 2x more effective than "standard" under some circumstances.

In 2.1.01 I tested wazrone missions and they gave me 0 influence gain in a small system (bugreport https://forums.frontier.co.uk/showthread.php/258600-BGS-No-influence-gain-from-combat-zone-mission, still unanswered). Maybe they already fixed it.
In 2.1 bonds are much more effictive compared to 2.0.
 
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