Please, help me to catch up. What is the difference between value and transactions+?
Please, help me to catch up. What is the difference between value and transactions+?
Value = credits. Transactions = points. Points would be turning in a bounty, combat bond, exploration drop or a + influence from a mission.
No, I know what full transactions is.
I am asking about "transactions+".
If bringing in 756 tonnes would result in 75.6 transactions, would not the system just be the same as "value" one and both would have to be rebalanced exactly the same way?
Or is there some principal difference and I have to read full paper?
No, I know what full transactions is.
I am asking about "transactions+".
If bringing in 756 tonnes would result in 75.6 transactions, would not the system just be the same as "value" one and both would have to be rebalanced exactly the same way?
Or is there some principal difference and I have to read full paper?
One way to do it would be to have a modifier - say 0.1 to 2 to cover a range of values say 1000-10,000,000 for bonds and bounties - so there would still be a transaction of 2 points when dropping and a modifer that would take it from .2 to 4 depending on value. This may be easier than we expect since there seems to be a modifier at work in trade transations already.
Or make it possible to drop bounties and bonds singly if you wished
In overall balance, I think player's ability to manipulate should be tied to population. You should be able to start a revolution in a small "village" using a Sidey, you need a squadron of Cutters to do the same with Earth.
Its already is!
But atm, squadron of Sideys is only marginally less efficient than same amount of Cutters, is it not so?
Balance-wise the difference here would be in the "value" of data missions, for example. Not the plain amount of man/hours, as it is now.
DP said:Makes engineered and “end game” ships no more influential than mid-tier ships
That point is already included in the disadvantages in the summary post - is there anything else? Population size is intimately involved in the BGS calculation.
Not really, no.But atm, squadron of Sideys is only marginally less efficient than same amount of Cutters, is it not so?
Balance-wise the difference here would be in the "value" of data missions, for example. Not the plain amount of man/hours, as it is now.
Not really, no.
if you want to play the BGS, the Sidewinder is a less-than-desirable vehicle due to its cargo limitations. Sure, it's possible to use a Sidey, but it's not desirable because your choice of missions is limited. If you have amassed a trove of data, you've more than likely done it in a more capable exploration ship. Conflict zones are a lot more dangerous too. In short, it's possible to play the BGS in a Sidey, but it's a hell of a lot more efficient in a Python.
I support the transactional system.
Same here.
There is no reason to change something that, basically, works.
Deconstruction: Taking too much notice of Reddit is not a good idea.
For missions, not quite true - the Harmless mission will likely be INF+ (INF++ or maybe INF+++ if the influence-biased reward is available and selected) whereas the Elite one will be INF++ (INF+++++ for the influence reward)Currently, if you are spamming Harmless assasinations on Eagle targets (dunno if those exist), you would have same effect as Elite spamming same on Big3 targets. Transaction is a transaction, nothing less and nothing more.
For missions, not quite true - the Harmless mission will likely be INF+ (INF++ or maybe INF+++ if the influence-biased reward is available and selected) whereas the Elite one will be INF++ (INF+++++ for the influence reward)
It is an unnatural thing as well - how you giving up on reward can increase the influence of your employer? (and not your reputation at the same time to boot. I am wondering honestly.)
that distinction feels like a natural design solution to allow a player choice in the reward of influencing the bgs or influencing their credit account.
its an elegant, simple solution that creates a nice demarcation point between play styles
Nothing elegant about it, in my opinion.
More investment-incentive activities (simply more cargo/targets at least) yielding more influence reward would be more immersive.
I know that this would cause balance turmoil and that diminishing returns policy is applied everywhere "just to be sure" that this would not happen, but such shy decision-making process creates rather bland gameplay progress-wise. And "value" base achieves less discrepancy between progression and efficiency, despite the main achievement still would be intuitiveness.
Yet my experience with BGS consists mostly of keeping a faction which is hated by other 8 "alive" in my "home" system. I do not know whether or not I should be voicing anything here whatsoever.