ED Background Simulation - Large Faction Influence Swing Mechanics

NOTE: Since 2.3 the BGS has been overhauled considerably, the below details are not longer valid and the mechanics of the BGS need to be re-established. This is a GOOD thing
\o/


A week or so ago I asked FD if I should or shouldn’t post the below information, but have not received a reply. On this basis I am posting the below to give an understanding of the methods that can be used to create large influence swings in the background sim. Too many times I’ve seen complaints about attacks on player faction systems that are not counter-able, this should hopefully level the playing field a little bit, until such a time FD change the BGS processes to cover off this sort of thing.

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ED Background Simulation - Large Faction Influence Swing Mechanics

Currently with the Elite Dangerous background simulation (BGS) there are methods which can be used to drive up or down a faction’s influence in a system with relative ease, outside of normal gameplay. In the player group I belong to, and various others I have read details on, these methods have undoubtedly been used to rapidly affect home and enemy systems in the game.

These methods have been in the game in one way or another since the game was released, only being affected to some extent through daily capping logic etc that has been in and out during the lifetime of the game. So far there is very little information to go on with regards to where the BGS is heading, FD are very tight lipped on the future of the BGS, which is understandable, however there has been no evidence that issues such as documented here are going to be resolved any time soon.

In an attempt to have these BGS mechanisms stopped to allow for more reasonable gameplay, the following is enough information to understand how the main methods basically work. The point of presenting this information is for them to hopefully be stopped, whilst in the meantime giving all players a level playing field. These methods generally have a negative effect on BGS based gameplay, creating large one day swings in influence leaving a faction no ability to defend an attack, and this is not good for all concerned.

Note that all these methods could be used to also affect power play mechanics too, so this is wider reaching than just player faction based players interested in the BGS.


Negative Influence Swings


Method 1 - The Black Market


Sell goods to the black market of a station and the controlling faction of this station will lose a lot of influence in a short space of time. A faction can be dropped to 0% in one BGS tick by selling enough goods, but this is dependant on the system’s population and other ongoing activity.

Goods to sell to the black market need to be “stolen” or “illegal”, these can be gained by:
  • Purchased normally then transferred (not abandoned) between player ships to become “stolen”
  • Taken onboard through accepting smuggling missions then abandoning the mission (in a different system)
  • Could be bought from another system’s commodity market where they are legal

Note that blackmarkets are not present everywhere, they tend to exist in station’s controlled by anarchy or communist factions (maybe more scenarios)


Method 2 - Negative Per Unit Trading

Selling commodities one unit at a time, that sell at a loss to you. The bigger the loss to you, the bigger the loss in influence...some losses can be very high if you want them to be.

It is important to know that goods must be both bought and sold in the same way, and in different systems, creating multiple transactions on either end of the market trade.

A faction can be dropped to 0% in one BGS tick by selling enough goods.

This can be speed up using a keyboard macro script to drive the necessary key pressing until the cargo is fully bought or sold, such tools like auto-hotkey or even voice attack can be used.


Positive Influence Swings

Method 3 - Positive Per Unit Trading

Selling commodities one unit at a time, that sell at a gain to you. The bigger the profit to you, the bigger the gain in influence...profits won’t be as high a gain as some losses can be in the case of negative trading, this is due to the nature of the game trading mechanics.

It is important to know that goods must be both bought and sold in the same way, and in different systems, creating multiple transactions on either end of the market trade.

A faction can be risen to very high percentages quite quickly, gains of approx’ 15% can be seen in one BGS tick by selling enough goods, but this is dependent on the system’s population and other ongoing activity.

This can be speed up using a keyboard macro script to drive the necessary key pressing until the cargo is fully bought or sold, such tools like auto-hotkey or even voice attack can be used.


Method 4 - Exploration Data, Bounties & Combat Zones

Selling exploration data, bounties or combat bonds more often, and as granular as is possible, has a much better effect on influence swing that collecting them all up for a session and handing them in once. This is a less effective mechanism but it can have a very good effect nonetheless and provides the transactional nature of the BGS calculations currently..​


Potential Fixes

As can be seen when using the above methods, large influence swings come from lots of transactions even if the total amounts involved are not all that high. The smaller and more often the transactions are, the more they affect things for the same total amounts etc.

To resolve the above issues some fairly straightforward changes would be needed in the BGS and the way it calculates influence results. The bottom line is no matter how transactions are committed they need to ultimately represent the same effect on influence.

Option 1 - Aggregate Daily Transactions Per Player/Transaction Type

A player’s activities would need to be aggregated for that day, so that any commodity trading, black market trading, exploration data, bounties or bonds for the 24 hour period are tallied up before being used to determine an influence adjustment, thus removing the transactional nature of the methods described above.


Option 2 - Breakdown All Transactions To Units

A player’s activities would all need be broken down to individual unit transactions regardless of how they are submitted, effectively making all influence changes happen as they do using the mechanisms described above. Once all methods of committing transactions are working the same way the effect of these could be balanced to work as intended with influence swing.​

Regardless of the option taken negative trading and black market methods could well be capped as well to reduce their general impact on a system.


Feedback

If anyone has any feedback of BGS mechanics and would like to share information to update this content please feel free, I'll try when I can to update the details above to be as accurate as possible.
 
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- 1T trading should be fixed long ago: https://forums.frontier.co.uk/showthread.php/238057-Inconsistent-influence-changes-from-trading ... if it is currently back, please provide info there

- i personally think, that your "potential fixes" are balancing the BGS towards big ships. as it is now, a starter in an eagle can pretty much influence the BGS with bounty hunting as effectively as a cmdr in a corvette.

- i would very much like to see the negative influence cap being reintroduced. an influence swing up or down of 15% in a small populaion system sounds good to me. but being capped to 15% up, while being not capped in reduction of influence, is a problem imho.
 
1T trading should be fixed long ago: https://forums.frontier.co.uk/showthread.php/238057-Inconsistent-influence-changes-from-trading ... if it is currently back, please provide info there
It's most definitely there, it was never truly fixed, try it for yourself, note that you need to both buy AND sell in single units. Some of us believe we thought it was fixed only due to the new war state hold on influence confusing matters when it arrived...

i personally think, that your "potential fixes" are balancing the BGS towards big ships. as it is now, a starter in an eagle can pretty much influence the BGS with bounty hunting as effectively as a cmdr in a corvette.
I disagree, if a player in a small ship does a few units of trading, there should be no real noticeable change....maybe add some extra decimal places to the influence figures in game so people can see they have achieved something, although it's very little....

i would very much like to see the negative influence cap being reintroduced. an influence swing up or down of 15% in a small populaion system sounds good to me. but being capped to 15% up, while being not capped in reduction of influence, is a problem imho.
A good short term measure, yes, but if you have a large player population trying to move influence why should they be penalised? It needs balancing, not capping...
 
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.... to stop large player groups bulldozing their way across the galaxy....

Balancing the activities a group can do to move influence in a system is very important. Capping the swings is a band aid which should be removed as soon as possible otherwise commanders actions will be meaningless -influence wise- unless they know of the special methods listed above...

For instance i wish to boost the influence of my chosen faction so run 20 missions to aid it, but another player just sells a python load of commodities to the black market and not only does it remove the % increase of my 20 missions but also drops the influence to its cap.

If we are to have player groups -and groups that adopt factions- in the game warring against each other then balance in the BGS is essential.
 
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I disagree, if a player in a small ship does a few units of trading, there should be no real noticeable change....maybe add some extra decimal places to the influence figures in game so people can see they have achieved something, although it's very little....

trade already scales very much with cargo capacity, more so if you don't game the system.

again: i prefer that players on every level can get involved with the BGS, instead of making it a rich mans hobby requiring huge ships.

i personally started with the BGS when i only had an adder, a t6 and a non-outfitted AspE hull.

the mechanics like they are on bountyhunting, combatzones, missions, exploration, crimes, fines and to some extend illegal goods trading pretty much measure effort instead of CR.

i like that.

talking about player groups i'm working with - again, in my opinion it is muhc better that literally everybody can help (in a war for exampel), instead of "let the big boys play and go earning the CR to get a huge ship before you can join".

A good short term measure, yes, but if you have a large player population trying to move influence why should they be penalised? It needs balancing, not capping...

the BGS tries to simulate political and economical movements on large scale. i personally don't think that a billion people system should be democratic one day, a dictatorship the other, and a communistic society the third day. this is why a cap (postive and negative) depending on population size makes sense for me. you can change the world - only it needs a bit.
 
the BGS tries to simulate political and economical movements on large scale. i personally don't think that a billion people system should be democratic one day, a dictatorship the other, and a communistic society the third day. this is why a cap (postive and negative) depending on population size makes sense for me. you can change the world - only it needs a bit.

Again, needs balancing not capping IMHO, the larger the population of the system is the harder it is to get a big swing, if it were balanced so that those large swings in large populations weren't do-able anymore, no matter how much effort put into a 24hr period then the problem is solved

I appreciate your argument on players starting out on the game wanting to see influence being affected, but these are systems with 1000's/million's of people, how can one small ship really have such an impact....that's what player groups are for, so new players can get involved in the bigger picture with others and contribute that way, that's my take on it anyway, because if you make things work for the new player it wont for the player groups, with or without capping in place...
 
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Positive 1t selling still works, even if not as high as it once did. Negative 1t selling instead has ben nerfed to death and now has exactly zero effect.

At least, unless it was changed again in the last patches, I expect everything.
 
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Positive 1t selling still works, even if not as high as it once did. Negative 1t selling instead has ben nerfed to death and now has exactly zero effect.

At least, unless it was changed again in the last patches, I expect everything.

Did you try both buying AND selling per unit, it work's just fine that way, for positive or negative swings
 
- 1T trading should be fixed long ago: https://forums.frontier.co.uk/showthread.php/238057-Inconsistent-influence-changes-from-trading ... if it is currently back, please provide info there

- i personally think, that your "potential fixes" are balancing the BGS towards big ships. as it is now, a starter in an eagle can pretty much influence the BGS with bounty hunting as effectively as a cmdr in a corvette.

- i would very much like to see the negative influence cap being reintroduced. an influence swing up or down of 15% in a small populaion system sounds good to me. but being capped to 15% up, while being not capped in reduction of influence, is a problem imho.

Caps are the worst thing regarding a political simulation. We all know that things can change in no time. It should be the same in space. The playerbase needs nothing more than a direct feedback from the game and no long-term-stuff that can be bombed by a single player.

Regarding 1 T trade - we will see after the tick today :)
 
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wow, that... that explains alot of the BGS madness lately... i kinda like option 1 if that means more players working = more effect. gives us a real multiplayer incentive for a change.

- i personally think, that your "potential fixes" are balancing the BGS towards big ships. as it is now, a starter in an eagle can pretty much influence the BGS with bounty hunting as effectively as a cmdr in a corvette.

thats a noble idea but lets face it... that eagle will be around hte starting systems. making a change there is like an ant running the wrong way...
 
Did you try both buying AND selling per unit, it work's just fine that way, for positive or negative swings

Yes I did. Found a couple small pop remote systems with no movement, tried negative selling in large and small batches, and also no-market selling. In all cases, absolutely zero effect.

This was right before 2.2, it might have been changed again, I would not be surprised.
 
Again, needs balancing not capping IMHO, the larger the population of the system is the harder it is to get a big swing, if it were balanced so that those large swings in large populations weren't do-able anymore, no matter how much effort put into a 24hr period then the problem is solved

that is exactly what is achieved by a max positive influence cap bound to population size: no matter how much effort you put into it. that problem is already solved ;-)

the neat thing about bounty hunting as it works at the moment (and as you have described it in your post accurately): it is the number of bounty transactions per tick, not the CR value of bounties that count.

that basically means (not looking at the minor effect of shipkills), that an Eagle, which shoots 3 ships in a RES before going for cash in, repairs and restock has exactly the same effect of a corvette, farming 2 hours in a RES before doing the same.

now - two eagles will move influence more than one eagle or one corvette - again, how it is working is encouraging many people taking part in efforts. "Aggregate Daily Transactions Per Player" - that would either mean, 1 eagle bounty hunting 10 hours has the same effect as 1 eagle bounty hunting 5 minutes (value would be "bounty transaction" yes/no), or - and i guess that is what you propose, you measure the total of bounty values cashed in, which, in effect, would balance things very much towards big ships.

Caps are the worst thing regarding a political simulation. We all know that things can change in no time.

can you share such an exampel? e.g. where a society flipped allegiance in "no time". as far as i know (differently to we), changes on political level normally take some time, allegiance shifting, etc.

wow, that... that explains alot of the BGS madness lately... i kinda like option 1 if that means more players working = more effect. gives us a real multiplayer incentive for a change.

if you reread option 1, that means: 1 corvette beats effrts of 4 vultures easily.

thats a noble idea but lets face it... that eagle will be around hte starting systems. making a change there is like an ant running the wrong way...

i have worked with quite some player groups. a typical situation is a war - people will say, "i would love to help, but i'm no combat pilot..." - with the current measuring you can tell them: that doesn't matter! buy an eagle or viper, and join in. everybody can help! a single combat bond transaction helps as much as somebody cashing in 2 mio in bonds! if you can get a single kill in your cobra, you help significantly!

and i think, that's perfect.

also, if people ask how to get involved with the BGS, a very valid answer is: "go to some backwater system, low population, no traffic, and try and see for yourself. you don't need a multi-million CR ship - but you might need some patience." see myself as described above: an adder, a t6 ... and some time later an eagle when war came to the system i flipped.
 

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That doesn't match my experience at all.

Although many inputs collect a certain (Blackbox) Bonus, delivering many times tiny Bounties or Combat Bonds always had the expected, far reduced results.

I remember going alone vs. a CapShip scenario in the only High Intensity CZ we had, causing me to hand in Bonds as little as 16k before heading out again after the Repairs. Again and again.
The War dragged on far longer than any other we had, simply due to our lower amount of Credits turned in. And we were forced to make a crapton of runs into the CZ, leaving with what little Bonds we could scoop up.
Our total amount of Combat Bond Credits simply didn't afford a higher Influence movement and the Results were 100% as expected.

In contrast, normal War scenarios I've won with as little as 4-5 single Inputs, when the CZ runs were good enough (i.e. >1.5M or higher in a low Pop System).

On the other side, I've handed in smaller Bounty Vouchers into select Systems and not one experienced a sum of small Bounties move anything big.
In contrast, handing in a single large Bounty Voucher accumulated in several BH runs worked exactly as expected and provided a considerable Influence jump appropriate for the Credit amount.

For all I know :
- total amount of Credits accumulated are paramount
- number of inputs does act as a Bonus multiplier, BUT that only has a limited effect (if applied to numerous small Inputs, far outdone by a few large-Credit Inputs) and is most dominant when comparing a singlular input vs. 2-5 Inputs, effect quickly diminishes beyond that

Would be neat to get the official numbers that support Multiple Inputs to clear it up.
My bet would be that this Multi tops off at a simple Factor of 2, then (assuming no bugs) stopped by the daily Influence cap.

Most of the BGS has always been a simple application of
- Divisors (Factor 2, i.e. Influence Thresholds 50/60/70/80/90)
- Inhibitors (i.e. Combat activity Inputs during an Election)
- pass-through (all Inputs during State : None)
- Multiplicators (Factor 2, i.e. Trade during Boom State or Map Data during Expansion)

Having seen that Factor/Divisor of 2 so often, I'm quite confident it's being used here as well.

-- edit --
Forgot :
Talking about pure Credit inputs only (Trade/Bonds/Bounties/Map Data) and not Mission values. Those have a mind of their own and seem to hold a specific Multiplicator/Divisor formula for their Influence effect.

Disclaimer : personal experience only of course.
But in the past it has allowed me to perform quite alot of pinpoint landings from as far as ~8.5% Delta away in various Population sizes. Still, hitting the "lucky spot" always involved some luck I guess :D
 
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Thanks, very interesting. I assumed there would be lots and terrible unseen bugs in the BGS.

Personally I wouldn't mind if they removed the background simulation completely and instead added a plausible local simulation of NPCs and ships and traders and pirates instead of those silly endlessly spawning res zones and USS.

The BGS also makes the game somewhat anti-social. Sharing tips on the internet for others leads to swings in the BGS leading to these tips become obsolete. Pitting players against each other in competition in one of the most boring ways imaginable.
 
The BGS works very well in my opinion how it is (accepting there might be some bugs).

Making it so that rich players can have a much larger effect than newer players i think simply locks them out from participating, its simply not worth their time, and especially disadvantageous to new player groups who are still learning how to work the BGS and might not have top tier ships.

I like how there is one area of the game where you can choose to fly a smaller ship and still contribute effectively.

I thought we on the forums were opposed to grind? Do we really need another aspect of the game where cash is king? Do we really want something else pushing us to grind for credits in order to be effective?
 
um... sorry agony aunt, but did you acutally read the original post?

it means a single player in a very big ship can outdo fleets of ppl trying to save their systems in several ways... either if its trading one ton at a time, killing one ship in a conflict zone, hand in the bond, rinse repeat or going on a bounty hunt in a handful of systems just shooting 1-2 ships each and hand the bounties one by one at the shady contact.
how the hell is that working well? it actually promotes grinding to the max!
 
What I wonder is what other mechanics are kept hidden by the larger BGS groups. We had the Police Massacring mechanic that was removed but that was actively hidden by the major groups, they even from what im aware actively asked people to remove or censor posts mentioning the mechanic while it was in-place to avoid it being used, against I would guess themselves ?

Many groups have actively being using these mechanics against others, before they themselves from what I have seen. Once someone starts on them with the same mechanic, they start claiming those mechanics are exploits or exploitable. Clearly I would say within our BGS community it is rife with elitism and corruption in the Veteran players who care more for securing their own faction rather than getting the BGS to a state where it is balanced for players to play together rather than grinding single transactions or other things.

The BGS should be more a group event rather than a solo event, Defending should at least be even with Attacking, not the way it currently where attackers with lesser numbers dominate defenders.
 
um... sorry agony aunt, but did you acutally read the original post?

it means a single player in a very big ship can outdo fleets of ppl trying to save their systems in several ways... either if its trading one ton at a time, killing one ship in a conflict zone, hand in the bond, rinse repeat or going on a bounty hunt in a handful of systems just shooting 1-2 ships each and hand the bounties one by one at the shady contact.
how the hell is that working well? it actually promotes grinding to the max!

I did indeed, and barring other info, I presume the handing in 1 ton at a time is unintended behaviour, and i thought FD had stopped that happening. The rest of it, as working, means a more level playing field.
 
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