Anyone found any of the 'now working' negative faction consequences in 3.3.03?

These:

Factions

  • Fixed some negative faction consequences not being applied correctly from actions such as crimes and missions

since FDev upped the vagueness on the patch-hints this time :) I'm running some Biowaste missions, so we might see that today, but I know others had better candidate actions....
 
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Any word on black-market trading hurting the station controller's Inf?
Am doing some myself but can't rule out other player activity so hoping someone can shed some light...cheers.
 
Any word on black-market trading hurting the station controller's Inf?
Am doing some myself but can't rule out other player activity so hoping someone can shed some light...cheers.

It'll only work if the controller isn't an anarchy faction. At least, that's what it was pre-3.3... who knows now.
 
Any word on black-market trading hurting the station controller's Inf?
Am doing some myself but can't rule out other player activity so hoping someone can shed some light...cheers.

We are taking testing slowly at the moment, for obvious reasons. Its on the list.
 
Black Market is working as intended for a Confederacy near where I am at.
Witnessed Salvage missions reducing influence as it should.
Have not seen Assassinations working correctly yet.
 
Black Market is working as intended for a Confederacy near where I am at.
Witnessed Salvage missions reducing influence as it should.
Have not seen Assassinations working correctly yet.

Cheers guys....understood about Anarchy also.
I'll do my own testing on this also.

edit - stop ending sentences in 'also' also.
 
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Yes. Target missions appear to be working correctly in that the targets now get hurt.

So when you say 'get hurt' is that purely the expected INFL changes, or have people tested the security / economy outcomes? Pretty surprised no-one has made a famine via Assassination missions if it is actually fixed...
 
So when you say 'get hurt' is that purely the expected INFL changes, or have people tested the security / economy outcomes? Pretty surprised no-one has made a famine via Assassination missions if it is actually fixed...

Most assassinations drop security, not economy. Though some do.

E.g in war state:
-assasinate deserter drops target security
-assasinate venerable general drops economy

Problem is there's still far too little activities (read missions) available to cause negative economic effects, or they're restricted entirely to the realm of anarchy factions only.
 
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Most assassinations drop security, not economy. Though some do.

E.g in war state:
-assasinate deserter drops target security
-assasinate venerable general drops economy

Problem is there's still far too little activities (read missions) available to cause negative economic effects, or they're restricted entirely to the realm of anarchy factions only.

Hmm, thanks - does it matter if the target faction is an anarchy? I was hoping economic actions would still affect them.

Found a system with a grudge against a nearby Anarchy faction - two factions in None were sending assassin and giving economy effects, another 2 were in a civil war and sending deserter / venerable security effect assassins. With a population of around 20k I'm hoping to see both economy and security effects tomorrow* after 30+ eco assassinations and 20+ sec assassinations ;)

* or more likely I'll be raising a bug when it works as well as biowaste missions!
 
Hmm, thanks - does it matter if the target faction is an anarchy? I was hoping economic actions would still affect them.

Found a system with a grudge against a nearby Anarchy faction - two factions in None were sending assassin and giving economy effects, another 2 were in a civil war and sending deserter / venerable security effect assassins. With a population of around 20k I'm hoping to see both economy and security effects tomorrow* after 30+ eco assassinations and 20+ sec assassinations ;)

* or more likely I'll be raising a bug when it works as well as biowaste missions!

My comment about anarchy factions was more in relation to availability of missions. There's really two sorts of overarching "rulesets" for generating a set of missions for a faction. One for criminal factions, and one for anything else.

There really should be more diversity and distinction between at least faction ethos (i.e separate sets for criminal,corporate, social, and authoritarian), if not between different government types, for the generation of missions.

Beyond missions... there's really no activities which degrade economy which a player would undertake during typical gameplay, unlike degrading security.
 
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Yeah, mission generation is pretty limited, but I think its mostly okay.

the 'legal' groups attack the 'criminal' groups with assassinations, terrorists and pirate-hunting - while the 'criminal' retaliate against the 'legal' with kill civilians, security, politicians and the like.

The exception of sorts is skimmer missions which are determined by whomever owns the planetary they target, and the other is salvage missions which tend to target a more random list of whomever - but tend to be aimed at the controlling faction of a given system.
 
I've got my test subject heading in the right direction, so it seems the negative Economy effects of assassinations are working, if somewhat underpowered. Famine here I come ;)

YRTepDd.png
 
I got a down arrow on economy by smuggling.
Unfortunatly, influence went up.
(cooperative)
 
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These:



since FDev upped the vagueness on the patch-hints this time :) I'm running some Biowaste missions, so we might see that today, but I know others had better candidate actions....

Nope but I did find a dev, smoking crack by the bins outside the office yesterday....
 
Nice work. They're starting to look a little hungry now.

My own victims... errr, Test Subjects... are just about to go bankrupt.
 
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I guess we're slowly starting to see an effect. Famine still nowhere to be found, though. Overall, it seems we're still heavily weighted towards positive states.

lHWjeSc.png
 
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