A Guide to Minor Factions and the Background Sim

Hello,

we are trying to pull out an NPC faction from a system to free a space for our PMF (hoping that they will add it), but they are in retreat from 7 days. I have read everywhere that the maximum time for that is 5 days. It is normal?

Thanks for the help.
 
Hello,

we are trying to pull out an NPC faction from a system to free a space for our PMF (hoping that they will add it), but they are in retreat from 7 days. I have read everywhere that the maximum time for that is 5 days. It is normal?

Thanks for the help.
5-7 days is normal. The duration can vary from unknown black box factors.
 
Ok, thanks. From various sources we have seen that 5 days was the normal duration, so we were a little confused about that :eek:

I just hope they will pull away before the new PMF injection is made to the game....it should be soon, according to some infos.
 
I have witnessed, and other reports of longer, so just keep that influence down.

The only headache may be that they saw it was full and rejected the PMF - may be best to ask Brett over in Dangerous Groups for clarification if your group was accepted.
 
I have witnessed, and other reports of longer, so just keep that influence down.

The only headache may be that they saw it was full and rejected the PMF - may be best to ask Brett over in Dangerous Groups for clarification if your group was accepted.

Yep,

today the faction has finally disappeared. It's best if I call for Brett asking if could be there some trouble if they have already reviewed my PMF, asking to look again.
 
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I still don't like the fact that minor faction allegiance is only to generic power instead of Power like Federation instead of Federation - Zachary Hudson. But the problem is that they would need to change how Powerplay works since my idea would require that if Zachary minor faction is in majority in the system, the system is to him and not another power. I think it would work with specific missions when there is a conflict inside a system, a bit like now, but with a bit more impact into minor faction lore.
 
As long as you don't linger in the CZ and only go in for one kill and then return to cash that in you will. Rinse / repeat until you can't anymore, and if your friends / Wingmates do that too it will be seen who hast the most transactions done - you or the opposition.

For a person who would log on to spend 45 to 60 mins in the CZ before I go to bed, this breaks my heart. All of this time, I've been doing it wrong. Well I was fortunate enough to have low traffic.

Is this for real?

Coragaon, do you have any numbers on this, on participants vs bonds turned in? It's the number of transactions that's important, not the amount of bonds that determines the winners? That explains some things I've seen in some recent wars, as like Ka_Tor I'm likely to maximize my time in a CZ, keeping station visits to a minimum to get the most combat bonds possible. I've always read that bonds were the only thing that mattered and missions labeled "war" don't do jack, so I've been doing boring, repetitive CZ laps in tanked out war machines believing I was getting the most bang for my buck.

But if what you're saying is true, it's better for a group to take small ships like fighters, zip in and get a few bonds, then zip back to the closest base as fast as possible to up the number of transactions... basically turning the whole war mechanism into cargo hauling combat bonds.

This pretty much kills any interest in flipping systems via combat for me. Anybody got some figures/threads on this before I chuck it into the bin? :(
 
There definitely are diminishing returns on bigger transactions numbers; that's the case for every gameplay activity BGS related (besides missions). It's meant to to allow new players to participate meaningfully.

However I'm not sure whether is most favourable to minimize the transaction size in return. More information would be pretty neat!
 
It is also my understanding that, for example, it's better to turn in 5 bounties for a total of 500,000 cr than to turn in one bounty for 500,000 cr. I'm not sure where 'diminishing returns' kicks in, or if there is a min cr amount, like for trade tonnage. I've taken to spending 5-10 min in a cz, then turning in what I have, rinse and repeat.
 
Is this for real?

Coragaon, do you have any numbers on this, on participants vs bonds turned in? It's the number of transactions that's important, not the amount of bonds that determines the winners? That explains some things I've seen in some recent wars, as like Ka_Tor I'm likely to maximize my time in a CZ, keeping station visits to a minimum to get the most combat bonds possible. I've always read that bonds were the only thing that mattered and missions labeled "war" don't do jack, so I've been doing boring, repetitive CZ laps in tanked out war machines believing I was getting the most bang for my buck.

But if what you're saying is true, it's better for a group to take small ships like fighters, zip in and get a few bonds, then zip back to the closest base as fast as possible to up the number of transactions... basically turning the whole war mechanism into cargo hauling combat bonds.

This pretty much kills any interest in flipping systems via combat for me. Anybody got some figures/threads on this before I chuck it into the bin? :(

This is for real, and doesn't just extend to the turning in of Combat bonds. As already said elsewhere, the whole game of Elite works on transactions, minus Trading where it has been taken out of (after accidentially putting it in once or twice again, courtesy of FD missing that little detail).

Trading it was taken out of because people with Cutters who specced them for maximum cargo hold could easily wreck entire Systems by loading up 700+ units on illegal goods and selling to a Stations Black market (if readily available) 1 unit per transaction. Resulting in 700+ transactions that the opposition would've to work against to stand a chance to make things even. In other words it was insane.

It is also my understanding that, for example, it's better to turn in 5 bounties for a total of 500,000 cr than to turn in one bounty for 500,000 cr. I'm not sure where 'diminishing returns' kicks in, or if there is a min cr amount, like for trade tonnage. I've taken to spending 5-10 min in a cz, then turning in what I have, rinse and repeat.

Spot on good man. Transactions beat amounts of credits. Welcome to ED.

In every detail of the game it depends which sides will make more transactions. Think of it as a Tug war.
 
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Trading's transactions still exist, but its at a vastly diminished effect.

On top of being one of the weakest ways to effect influence, its tied into the commodity.

If you drag over several different commodities it then begins to show a better effect.

In that regard, BM sales still function, but you want to seek variety over quantity.
 
Trading's transactions still exist, but its at a vastly diminished effect.

On top of being one of the weakest ways to effect influence, its tied into the commodity.

If you drag over several different commodities it then begins to show a better effect.

In that regard, BM sales still function, but you want to seek variety over quantity.

I stand corrected then. Thanks for that mate.
 
Thanks for the info, guys. This is unfortunate, but at least I'll be able to stop with some unproductive gameplay.

Would still be interested in looking at some solid research on the effects if anybody's got a link. My google-fu has failed me.
 
Thanks for the info, guys. This is unfortunate, but at least I'll be able to stop with some unproductive gameplay.

Would still be interested in looking at some solid research on the effects if anybody's got a link. My google-fu has failed me.

I recommend starting a new thread about it in the BGS forum. I'm nearly certain that this topic (and many, many others) have been repeatedly mentioned during this long thread and lost to time, only to come up again. If we could start getting into the habit of separating out the different elements of the BGS mechanics it will make understanding the BGS a lot easier for people.

To understand the BGS properly right now I feel that you'd need to have read this entire thread, while also keeping tabs on when the various patches dropped, which is pretty overwhelming given the scope of it.
 
The prerequisite I think is basically a class, 3-4 thread topics on BGS, patch notes, field experience and an internship with a PMF before you start to really grasp the basics... then you realize it all changed last week so the info is irrelevant.
 
Is this why a lot of participants perform their actions closer to the tick?
In Powerplay, sure it was the case - for BGS that... is a horrible idea.

Its documented reasonably well that actions performed close to the tick tend to not count accurately, if at all.

As a rule of thumb, an hour or two before the tick that is observed is basically a waste to over-exert.
 
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