Does retreat work then?

Does anybody completed a retreat after 3.3?
My bad experience: in a System with low population me and my Group are trying to put a npc faction in retreat to free a place for us to expand in. Two days ago we saw that faction at 1.3% in status retreat so..... we started to do some missions against to keep it under 2.5 for the duration. 2 kill missions influence 5+ and other 5 missions at different influences for other factions avaliable not involved in conflicts in that System. I repeat: low population, so IMO the effort for the first day was enough. Yesterday that faction...... above 6% and I assume that retreat aborted!!! If with 3.3 something has not changed.
 
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Does anybody completed a retreat after 3.3?
My bad experience: in a System with low population me and my Group are trying to put a npc faction in retreat to free a place for us to expand in. Two days ago we saw that faction at 1.3% in status retreat so..... we started to do some missions against to keep it under 2.5 for the duration. 2 kill missions influence 5+ and other 5 missions at different influences for other factions avaliable not involved in conflicts in that System. I repeat: low population, so IMO the effort for the first day was enough. Yesterday that faction...... above 6% and I assume that retreat aborted!!! If with 3.3 something has not changed.

Trying to use the BGS for anything is currently like trying to play Bach by poking a bag of cats with a stick.
 
Retreat still seems to work as before - I've seen several go through in the last couple of weeks with nothing out of the ordinary.

You still don't need to keep the faction below 2.5% for the entire retreat period - just at the point it ends (though the duration is somewhat random, and can't be shortened controllaby with a conflict), so if it's still in Retreat state, you still have chance to push it down again before the state completes.

(Whether the previous methods for lowering a faction's influence still work is a different matter, of course)
 
I have observed Reatreats, but not too attentively. I can say it has occurred, but cannot say if it has worked under all circumstances.
 
IMHO that isn't a problem with retreat being bugged but with kill missions being bugged and awarding influence to target factions.
 
IMHO that isn't a problem with retreat being bugged but with kill missions being bugged and awarding influence to target factions.

Likewise the absence of bad Security and Economic states. Violence missions currently give POSITIVE effects to the target factions. I strongly suspect that this is not the only bug that is effecting things.
 
Talking again about retreat:
1) as Ian Doncaster said, "You still don't need to keep the faction below 2.5% for the entire retreat period - just at the point it ends"
2) about duration..... how many days in the new BGS? The same as before? An entire week as conflicts?

tks in advance!
;)

 
I tested retreat in 2 systems during last week with the same result. Factions with about 5% at start. My approach is dirty - I destroy their ships - interdicting their non-wanted ships at supercruise and destroying or killing authority ships in their jurisdiction. I was successful with pushing them to influence 1.0% and retreat. I did it in past before 3.3 regularly without any problems and it is the same in 3.3. But then it is interesting. I'm quite sure there is only low activity of other commanders. When the retreat state is active it looks that any support for other factions and even killing ships of the faction in retreat state do the same thing - it increases influence of the faction in retreat state. It is huge swing up of the influence.
 
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I tested retreat in 2 systems during last week with the same result. Factions with about 5% at start. My approach is dirty - I destroy their ships - interdicting their non-wanted ships at supercruise and destroying or killing authority ships in their jurisdiction. I was successful with pushing them to influence 1.0% and retreat. I did it in past before 3.3 regularly without any problems and it is the same in 3.3. But then it is interesting. I'm quite sure there is only low activity of other commanders. When the retreat state is active it looks that any support for other factions and even killing ships of the faction in retreat state do the same thing - it increases influence of the faction in retreat state. It is huge swing up of the influence.

I copy and paste my test here too:

06/02/2019
-retreat: doesn't work.
we failed our second attempt to put a npc faction in retreat. Same as the first time: first two days of retreat after a war 1%; lots of missions/passengers against. Third day inexplicably 6.5%. Fourth day other missions/passengers against 4.9%. Fifth day other missions/passengers against 4.4%. Sixth day end retreat 6.4%.

And..... almost sure that no CMDRs have interest in that System against us!

Low population: 171464.
 
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Can confirm, what I've started to nickname "Retreat Spikes". My player group is trying to push out a faction that, as I type this, is in retreat for a second time. It always goes as follows.

After the first day of retreat starting, influence spikes very hard, even without any of us doing anything for or against this faction. Usually, it spikes so hard that it enters contention with another faction in the system, and they enter a conflict, locking their influence at that level until the retreat is over. We've been trying this pretty much since 3.3 came out. No dice. I've been watching 2 factions in 2 seperate systems, one of which is in retreat right now. Jumped from 2.1% influence to 9.6% in a day.
 
Retreat works. I retreted 3 factions in 3.3. If people push your retreat target before or during the last day, they stay. Just drown them in influence... so their rise never goes above 3%. Randoms can massacre your attempt easily unless you use -%inf. To prevent a 2% rise in percent for a 1% faction you need to do 80% of the systems daily work.

Note: Without -%inf you need 80% of work for ALL OTHER factions to prevent the rise from 1% to 3% for just one day. It still allows 2% growth per day unless you lock % in conflicts for other factions.

In short to really retreat a faction you need to do 95% of work for 1 week or hurt them enough to be masochists.
 
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Retreat works. I retreted 3 factions in 3.3. If people push your retreat target before or during the last day, they stay. Just drown them in influence... so their rise never goes above 3%. Randoms can massacre your attempt easily unless you use -%inf. To prevent a 2% rise in percent for a 1% faction you need to do 80% of the systems daily work.

Note: Without -%inf you need 80% of work for ALL OTHER factions to prevent the rise from 1% to 3% for just one day. It still allows 2% growth per day unless you lock % in conflicts for other factions.

In short to really retreat a faction you need to do 95% of work for 1 week or hurt them enough to be masochists.

The problem with that theory is that usually, the faction spikes so hard in their first day of retreat that they enter a conflict with another faction, locking their influence until the war/election is over, and by then, the retreat is cancelled.

I'm inclined to believe MrMarkusCZ, it seems like any and all actions done in a system, positive or otherwise, for any faction, count towards the retreating faction. The faction that I was watching retreat yesterday went from 9.6% to 15.6% in another day. So, 2.1% influence to 15.6% in 2 days, with absolutely nobody going out of their way to boost that faction? I have my doubts.
 
What the... no it doesn't! I just explained to you basic BGS % movements. If it spikes on day 1 of their retreat you either got a) some faction in expansion shedding % and/or b) someone doing missions for or towards the retreating faction and/or c) someone doing -%inf actions on a faction that failed to counter it with +%inf actions.

Factions don't randomly jump into others. And someone did boost that faction, obviously. Whenever something happens and people miss that outside force - be it past the 24 hour traffic info or other crossplatform issues - they always say "the BGS is damaged". No it is not. It always does what I expect it to... and if not I always see a culprit in some of the data the game provides me.

Retreat works, I did it myself, several times. So obviously MarkusCZ is wrong.
 
In the last 7 days there have been 19 retreats in the Colonia region, which is fairly typical of the recent rate. That's the same number that occurred in the same region throughout all of the two months of October and November 3304 in the old BGS. There has been a noticeable drop in the average factions/system since 3.3 released, even despite that there have also been more expansions.

Retreats are most definitely working - and the Colonia region systems tend to be very low population and double-digit player traffic, so fairly vulnerable to rapid swings of influence which could easily save a faction that received any support.

The methods required to keep a faction on low influence may not the same as before, but it's certainly still possible.
 
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