New conflict resolution proposal

Conflicts are currently determined by a winner-take-all resolution each day up to a maximum of 7 days regardless of the effort involved. A near win is the same as a total blowout each day and there is limited data to assess the degree of opposition other than traffic. There are likely many situations of wasted effort or the battle may be closer than anyone realizes.

Ideally, there should be some indication of how the conflict is going during each day but time zone advantages would be hard to work around. One faction could simply push towards victory while the other faction is sleeping/working...

The old system of conflict resolution resulted in influence changes each day based on the effort involved. This had the advantage of seeing how closely matched the two factions were but created issues with large influence changes where say a #2 faction could leapfrog the #1 faction during the conflict. So the current solution of freezing influence and then creating an 8% separation afterwards helped address that problem.

I have a best of both worlds proposal:
  • Instead of winner-take-all each day, award up to a maximum of 1% influence to the winning faction and take a maximum of 1% influence from the losing faction each day based on the margin of victory.
  • If you have a blowout scenario with zero opposition, you'll gain a total of 4% influence after the 4th day and win the conflict while the loser drops by 4% (which matches the current situation of 8% separation at the end).
  • If you gain at least 3% after the 4th day, the opposition cannot win since they can't gain more than 3% back during the final 3 days of the conflict. So you could call that a victory but there would need to be a draw scenario if the final difference between the two factions is say < 1% after the 7th day of conflict.
  • The faction influences still remain "locked" where other faction influences wouldn't be affected since the sum of the influences for the factions in conflict remains the same. If you add 1% to the winner and take 1% from the loser, the total is equal.
  • At the end of the conflict, you still award 4% to the winner and take 4% from the loser same as we do now regardless of how close they are at the end to keep them from easily going back into conflict again.
I think this would make conflicts much more compelling without affecting the influence of the other factions and help to allocate resources for the larger player factions.
 
I understand the idea of wanting a fine-grained knowledge of exactly how much you won or lost each day by (not that I particularly agree with it. I like the fog-of-war aspect of not having perfect knowledge of what the enemy are up to), but are you suggesting a 16% separation if I win all four days without opposition? I.e. two per day plus a 'bonus' eight at the end?
 
No just the standard 8% at the end.
Ahh, got it. So they move up or down during the conflict to show what's happening day-to-day but at the end they go to +/-4% (or +/- 2% for a draw) as the final result.

EDIT: edited for clarity :)
 
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Actually came here expecting to see a proposal for one asset per level of victory. Colour me surprised.
 
I like the idea a lot.
So the actual influence becomes the slider, if I read you correct.
Could do with some decimal places on the influence % then, or re-jigging the current slider for a detailed 2 decimal place equivalent.
It does mean you'll be able to see the progress of a war by looking at the gal map/system map, without actually having to go to the system (as you do now), which is useful for pilots, and it's useful for gauging the level of opposition.
It also means that the losing faction's actions aren't completely wasted.
Current system:
faction 1 wins 4 CZs, faction 2 wins 6 CZ's = winner takes all (for the day)
proposed system:
Faction 1 wins 4 CZs, faction 2 wins 6 CZs = 60/40 split.

I'd even argue that the %'s could be bumped up a little bit, or , so an un-opposed war can be won outright in 3 days, and a last day blitz could be more effective, for tactical warfare.
 
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