Increased volatility in the BGS -runaway leaders many retreats

My "babby's first anarchy", the system that gave me the most grief from passive traffic while I was flipping it, is now looking like it's gonna expand. This isn't what I expected. Not that I'm displeased, but the system it's likely to land on already has an anarchy faction.
 
My "babby's first anarchy", the system that gave me the most grief from passive traffic while I was flipping it, is now looking like it's gonna expand. This isn't what I expected. Not that I'm displeased, but the system it's likely to land on already has an anarchy faction.

Unwanted expansions are easy enough to ignore (for the player supporting the faction expanding), or undo (for FDev). I'm more interested in who retreats.
 
Downtime in 90 minutes. Watch this space I guess?
Don't hold your breath - it's far more important to get Dav's Hope back in the game.
Just to kinda elaborate, there's too much going wrong for a single issue, IMO, without being as generic as "BGS has gone wonky". Influence levels are all over the joint, mission boards weren't generating, states being reported when there's actually no states. It's a bit of a mess.
Thanks for the link - I understand the dev team have heard about this one too, although it's a lower priority than some of the other fixes.
 
Unwanted expansions are easy enough to ignore (for the player supporting the faction expanding), or undo (for FDev). I'm more interested in who retreats.
Yeah, in the pre-3.0 BGS they could be a royal pain since a state in one system would block it in others so getting into constant wars in some backwater was a real limting factor on the size of a faction, but now they can just go nuts. I'm not sure there are any real practical limits on how much you can spam expansions once you can handle an invasion war or two.
 
Yesterday we noticed some odd jumps and dips in some of our remote systems but nothing we couldn't manage. Today we had a system (that we specifically never touch) with over 10 million pop suddenly spike over 12% extra influence and push us into possible expansion. The only traffic has been our guys mucking with fleet carriers, which theoretically shouldn't change the BGS at all.
 
Yesterday we noticed some odd jumps and dips in some of our remote systems but nothing we couldn't manage. Today we had a system (that we specifically never touch) with over 10 million pop suddenly spike over 12% extra influence and push us into possible expansion. The only traffic has been our guys mucking with fleet carriers, which theoretically shouldn't change the BGS at all.
It is the same in many systems. MFs with a bit of activity are exploding in influence.
In one of our systems, a MF was in retreat three days ago and it has started to go up.
Since the update, they have grown 26% and now in war for the control of the system.
Really chaotic what is happening.
 
Don't be so sure :)
Generally, not always ;)

TTP and all that jazz.

To elaborate; there's only a couple types of missions that you can deliberately fail, and their availability dwindles when you hit hostile. There's a couple more which can be deliberately failed by blatting your ship, which is just a bit soul-crushing. The vast majority need you to wait out the 24+ hour timer. There becomes a point where it's just more efficient to support the faction you want to support, rather than hurt others.

There needs to be more active ways to "fail" missions. For example, I should be able to invoke a mission failure for a cargo delivery simply by offloading a mission-pertinent amount (over 50%) off to the nearest black market (outside the current mission) to fail the mission.. which is a commensurate amount of effort compared to a normal delivery, so the mechanic is fair.

Wrinkles to "redirect" cargo do this already, sort of, but are way too few and far between.
 
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Generally, not always ;)

Yes, I did regret the way I said that. But when your own faction's influence is high, and you don't want to run support for every other faction in the system, it works pretty well - and is very easy provided one or two conditions are met.

To elaborate; there's only a couple types of missions that you can deliberately fail, and their availability dwindles when you hit hostile.

One of those conditions is that the faction has a presence in some other system. That's always been true for me since it's something I do to retreat them out.

If they have a dockable asset elsewhere - and if you've prepared by gathering a lot of exploration data - you can rebuild your rep instantly.

There's a couple more which can be deliberately failed by blatting your ship, which is just a bit soul-crushing. The vast majority need you to wait out the 24+ hour timer. There becomes a point where it's just more efficient to support the faction you want to support, rather than hurt others.

Someone had the right idea in this forum last year but just hadn't (yet?) figured out that there's a quicker and simpler way to do it. You just have to think about it a bit. No blatting required*.

* Is that really a verb?
 
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Someone had the right idea in this forum last year but just hadn't (yet?) figured out that there's a quicker and simpler way to do it. You just have to think about it a bit. No blatting required*.

* Is that really a verb?
I'm intrigued to know more... happy to talk via pm if needed. I know of only two real mission types that are reliably fail-able. There's a few others i think will fail only if your ship explodes (courier missions, for example)... But a good deal of missions are only able to be softlocked, not failed (that is, put in an uncompletable state).

To be specific on these as there isn't much point trying to hide ineffective tactics.
  • assassinations can be failed if the target is destroyed by police without your intervention
  • salvage and hijack can be softlocked by getting the cargo and then destroying it, or destroying the target in the case of hijacks.
  • deliveries can be softlocked by destroying all the cargo
  • Couriers i think can be failed by blatting yourself

Most other missions e.g massacre, surface scan, powerplant destruction, source, donate, mining, can't be deliberately failed except for having the timer expire (and abandoning them won't work).

There's one large category I've deliberately omitted, and another minor category, which are deliberately fail-able without needing to die.
 
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