A Guide to Minor Factions and the Background Sim

_trent_

Volunteer Moderator
On an only slightly related topic, do we know if taking out the NPCs sent against us during missions has any effect on influence? It's a tough one to test for as we don't know in advance which missions will have NPCs come after us and which won't.
 
Test system report for Wanted kills;

I slaughtered somewhere between 20-30 Wanted ships within the res sites in the test system.

System population; 1,286
Faction A; 64%
Faction B; 24.8%
Faction C; 11.2%

Influence did not change from cycle tick.
Reputation with Faction B dropped from Allied to Friendly due to kills and not handing in bounties. I managed to recover influence once I did hand them in today.
Bounties worth approximately 3.3 million were turned in from the work.
Influence remained stable otherwise, and a Pending Famine state for Faction A went live today.

I have another plan I need to focus on today, but will continue the harassment in this system for a time and see if anything happens.

Interesting. Was there any active state for any of the 3 factions?
 
On an only slightly related topic, do we know if taking out the NPCs sent against us during missions has any effect on influence? It's a tough one to test for as we don't know in advance which missions will have NPCs come after us and which won't.

Hm.. if I understand your question - I don't think doing optional tasks increases the influence for the faction that sent you.

Not directly at least. I think.

As an effect of the bounty, perhaps... but I don't think the bonus affects the total influence gain from the misison.

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Interesting. Was there any active state for any of the 3 factions?

Not until the tick today. Just the pending Famine yesterday going live today.
 
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which would have been applied retroactively to all actions since last tick concerning the faction that went into famine afaik?

As far as I understand. The system in question i don't do anything in at the moment, so its just the back-end famine bucket filling up I guess.
 
I have a question regarding system states and "Seeking X" POIs. Which states will spawn which POIs and for what goods? I think I have gathered the following, but it might be dated info:

Lockdown - Spawns Seeking Goods (Narcotics-Illegal)
Bust - Spawns Seeking Goods (Narcotics-Illegal)
War/Civil War - Spawns Seeking Weapons (Battle Weapons-Illegal)

Can anyone confirm this? If you can't already tell, I'm trying to figure out which states will spawn POIs seeking illegal goods. I enjoy smuggling and would like some more options beyond black markets and missions.

Also, does the controlling faction have to be in that state to trigger the POIs or can any minor faction in that system trigger it?

EDIT:

Do these actually exist anymore? I've read some more recent posts indicating they may now be "mission" type POIs rather than persistent.

Thanks!
 
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On an only slightly related topic, do we know if taking out the NPCs sent against us during missions has any effect on influence? It's a tough one to test for as we don't know in advance which missions will have NPCs come after us and which won't.

I don't think killing the NPCs increases the influence bar on the mission, though that is going to be a hard one to test. If Starwolfe is right about wanted ships, killing the mission ships won't make any difference either. You do earn bounties though.

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War/Civil War - Spawns Seeking Weapons (Battle Weapons) *haven't confirmed if this would be considered illegal aka smuggling
Battle weapons are illegal in most systems.

Do you know if these Seeking Weapons accept rare good weapons such as HIP 118311 Swarm?
 
Do bounties redeemed through the interstellar contact in low sec systems increase the controlling faction's influence?

No. I have frequently used that sin dealer to shed bounties for factions I don't want to increase influence.

The bounties turned in do not help the influence of the controlling faction of that station either.
 
When handing in a mission to deliver food a cpl days ago I noticed that it didn't read " impending Famine HAS been reduced" It reads, a reduction in CHANCE of famine.

So it occurred to me that this hidden forever black box is, yup you guessed it, another RNG mega wheel.

This explains to a large, but not all of course, extent why no one seems to ever KNOW this or that, its always a foggy blur of fluctuating results, and why they want this hidden.

If your intent was to deliver 100 units of this or that and the black box roulette wheel decided that instead of the full impact of that delivery ended up being 15%, that might for many have a CHANCE to
inject even more apathy to aspects of this RNG choked game.

BGS Black box is RNG. If a Dev states otherwise and it remains hidden, its just another falsehood as it was before when they said OP NPCs with eng weaps was a bug...and it wasn't.

Its just a game yes, but its a lot more enjoyable when you know the rules of the game than not.
 
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I dont mind the RNG in some aspects such as the above poster suggest. I look out side teh window and its cloudy and it might rain. It might not. There are all teh signs it was going to rain the other day but then teh sun came out.The great BGS where not everything is predicable. Depends on the balance in the game. There might also be a reason why Fdev dont want players erm playing God with a completely predictable BGS and it might have something to do with them keeping a lot of the BGS hidden. Just pondering.
 
I dont mind the RNG in some aspects such as the above poster suggest. I look out side teh window and its cloudy and it might rain. It might not. There are all teh signs it was going to rain the other day but then teh sun came out.The great BGS where not everything is predicable. Depends on the balance in the game. There might also be a reason why Fdev dont want players erm playing God with a completely predictable BGS and it might have something to do with them keeping a lot of the BGS hidden. Just pondering.

Don't you think theres enough variability with the numbers of players interacting with it? In fact this is exactly how I would play a table top game if I were the only one playing. Id grab a 20 sided dice and pretend other players etc are involved and role and roll away.

Actually, its not about EVERYTHING being predictable...its quite insanely the reverse, everything is RNG.

A BGS that's RNG based is like going to the grocery store and the cashier spinning a wheel as to what they will give you for your $100 today.


Quite insane
 
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It is not RNG based.

Most major faction states are absolutes. Influence shifts are quite predictable and easy to manipulate once you know how.

By large, the saddest part is perhaps how little is RNG.


I believe that "chance" is flavor text. The Famine "bucket" fills up as FDev has stated, and when full a Famine occurs. You reduce the chance by emptying it and reduce the risk of it being filled basically.
 
The Famine "bucket" fills up as FDev has stated, and when full a Famine occurs. You reduce the chance by emptying it and reduce the risk of it being filled basically.

If this were true, there would be no reason to hide how large and how filled this bucket is and verification post sale that this bucket indeed was emptied by the amount you provided would be communicated. But it isn't.

Players, or rather Prayers in this game are left with in game NON communication cycles everywhere including the BGS where youd least expect to have this

Its RNG through and through
 
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If this were true, there would be no reason to hide how large and how filled this bucket is and verification post sale that this bucket indeed was emptied by the amount you provided would be communicated. But it isn't.

Players, or rather Prayers in this game are left with in game NON communication cycles everywhere including the BGS where youd least expect to have this

Its RNG through and through

Its FDev. They like to keep the illusion of mystery, if for no other reason than the excess of information would be 'too much' for us who keeps spreadsheets for these things.
 
If this were true, there would be no reason to hide how large and how filled this bucket is and verification post sale that this bucket indeed was emptied by the amount you provided would be communicated. But it isn't.

Players, or rather Prayers in this game are left with in game NON communication cycles everywhere including the BGS where youd least expect to have this

Its RNG through and through

well, everybody is free to believe whatever, but i recommend reading closely the dev comments:

Player activities shown in the Actions Table above, and through related missions, push the faction towards and away from economic states by adding points to pools. Once the pool is large enough it will queue the state with a countdown after which the event will trigger, assuming it has the largest pool.

... no rng involved. and it meets my experience with states.

I'd add, outbreak and famine are very hard to reverse engineer... but you can test your RNG-hypothesis easily with a state, that is easier to control and to trigger.

take a no-traffic system, bring the controlling faction into any state beside outbreak or famine, so all pools are set to zero. an election is probably the safiest to do so, as it has a fixed ending. afterwards, do only one kind of action, and note down how much you needed to trigger the state. repeat the whole process, after state has ended its recovery. compare, whether you needed the same number of actions to trigger the state. share your test here :)
 
well, everybody is free to believe whatever, but i recommend reading closely the dev comments:


QUOTE]

I'm not here to play "read the dev papers"

I'm here to enjoy playing a game, and games tend to have elements of response and clear communication that relates precisely to what you are doing---otherwise, you might as well be a non present BOT; which is what
these devs probably think of the player base at least or layabouts with nothing better to do than chug bottle after bottle of RNG ale all day at best.

The myriad of facts that unfold through the concrete actions of player intentions unknowable before hand by others is what brings mystery, not some artificial RNG that has no factual base.

The sports better deals with facts and the mystery involved is related to an ocean of unfolding facts, not RNG

I agree, we can respectfully agree to disagree. Those that love it, great!

But, keep in mind, the elements that are great about this game and why we are here playing it has ZERO to do with spinwheels and chance.
If flight mechanics etc had RNG vomiting all over it..we'd not be here. So why not add more and enhance the game with clear comm and player feedback responses than mere lazy RNG
 
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The only Random Nature of the Game behind the BGS is what other players do.

We can predict where expansions go, how the influence will change through actions.. but we can't claim what other players do in a higher traffic area.

If you are seeing randomness, take a look at the traffic reports. See how many ships fly through showing the odds that some of them are doing something.
 
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I'm fairly sure that someone quoted a FD support person saying that some of the states used RNG to determine whether they happened. However, it did appear at the time that the support person didn't really know how the BGS worked.
 
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