Just the main one. You will need to start another conflict to get the other one, so you risk losing the one you already have if you lose the second conflict.
Good to hear. The other station is a outpost. May not be worth trying to take.
Just the main one. You will need to start another conflict to get the other one, so you risk losing the one you already have if you lose the second conflict.
Just the main one. You will need to start another conflict to get the other one, so you risk losing the one you already have if you lose the second conflict.
Unless you push the gap so high you can't possibly lose![]()
https://forums.frontier.co.uk/attachment.php?attachmentid=120017
even if it needs further analysis, it is clear that while the 2.3.02 patch slowed down the effect a bit, generally the superpower bounty mechanic is destroying average influence of controlling factions of all allegiance - federal, imperial, alliance and indi.
which is bad news for almost all player factions, as they like to control their systems and expand.
Hello, Quick question about Retreat.
Info is that it has a 1 day pend then lasts for 5 days. Question is does the % have to stay below 2.5% for the whole of the 6 days? or once the pending is over and retreat starts it doesn't matter.
ever since 2.3, influence has become a much more difficult task and our groups once and former expansion plans are crumbling into ashes.
so a couple of questions for all you influence gurus out there:
I have heard tell that cartography data influence is capped at 10 million credits.. do you think that has changed post 2.3?
I was wondering if any of the other activities seemed to have an apparent cap, or is it just exploration? (especially trade)
or is it more of a case of a diminishing effect rather than a hard cap
our system is very large (18.8 billion peeps) with a multitude of stations (6 space stations and 4 surface stations) so we understand its hard work to get anything done influence wise but
got any tips?... should we be working EVERY station in the system or can we focus our efforts on one station.
for example: we own two space stations and 1 surface station, we are the controlling faction. other activities aside, in a typical day we will bring in 2000-5000 tons of advanced meds and deliver them to a single station
the other two are left mainly alone.
we also anti-trade (for a loss) at another station owned by a rival faction, around 1000 tons of marine equipment.
always the same stations.. always the same commodities...
is this a good strategy or should we be visiting other stations more, swapping commodities.. is 1000+ tons too much, or the more the merrier?
we have a guide to influence farming in our system HERE.. have a look please and pick me up on anything I have got completely wrong.
.... ok that wasn't exactly 'a couple of quick questions' but i got carried away as i am often want to do
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1. there are no hard caps, only soft caps and massively diminuishing returns
2. in terms of influence it should make no difference how many stations you use, as every station is potentially in the same instance (as you can see for exampel in the pareco system, where you can fly between stations without supercruising)
3. generally it is good to combine as many "actions"/"transactions" as possible per docking, which requires as many different type of actions as possible (cash in exploration data + redeem bounty + sell something with profit is better than only selling with profit)
4. concerning trade with profit, try to combine as many different profitable commodities, as you can get from a source with ~>10 T. it looks as if each commodity counts as a single type of actions, while selling smaller batches of the same commodity is collected as one (per instance? per docking? per tick? ... unknown).
concerning your guide: "buy and sell one at a time. " ... that was luckily patched out some months ago. and buying dommodities has no influence effect. and you are missing on black market trade, if your "enemies" have any.
your systems population is massive, and i have no idea about the random traffic there - but i'm sure it can be a fun challenge for people in the long run!
i will still sell in smaller batches rather than all at once though...
Does anyone ever get the feeling that buying trade goods is not beneficial to the selling station/faction? Maybe even is a negative factor?
I am not an economics major but one would think that both buying and selling should be great for a local economy.
whie it would make sense, buying has no influence effect.
Does anyone ever get the feeling that buying trade goods is not beneficial to the selling station/faction? Maybe even is a negative factor?
I am not an economics major but one would think that both buying and selling should be great for a local economy.
Not sure about 2.3, but back in 2.2 I did quite a bit of testing in zero-traffic systems and buying goods had no affect whatsoever. I tried all sorts of goods, including high/medium/low supply and high/medium/low values. I sold them for profits and I sold them for losses. Influence levels didn't change at all at the supply systems.
From an economic point of view, it makes sense that buying goods should help the faction who own the station, but I expect that it's to stop people exploiting the mechanic by just buying cargo and then dumping it outside the no-fire zone.
Edit: Repeatedly ninja'd. Note to self: Send reply before going to make self coffee.![]()
I am getting confused with all this bounty hunting/Major factions.
It would seem that the station owner does get the majority of the influence.
This is in my test area, So I am confident that I am the only one in this system.
Faction A) Station owner & controlling faction Independant
Faction B) Station owner Independant
Faction C) Empire (only one)
Day 1 I cashed in 250K of empire only bounties at station owned by faction A). The empire faction gained 1.1% and faction A gained 6.3%
Day 2 I cashed in 250K of empire only bounties at station owned by faction B). The empire faction gained 1.7% and faction B gained 4.6% and faction A) lost 4.9%
Not sure about 2.3, but back in 2.2 I did quite a bit of testing in zero-traffic systems and buying goods had no affect whatsoever. I tried all sorts of goods, including high/medium/low supply and high/medium/low values. I sold them for profits and I sold them for losses. Influence levels didn't change at all at the supply systems.
From an economic point of view, it makes sense that buying goods should help the faction who own the station, but I expect that it's to stop people exploiting the mechanic by just buying cargo and then dumping it outside the no-fire zone.
Edit: Repeatedly ninja'd. Note to self: Send reply before going to make self coffee.![]()