Infrastructure Failure Faction State

how to get out of it:
  • waiting OR
  • selling those goods with demand on the market (never have seen that making it shorter in fact, but it is said to help)

cause: it's a state without slider, with a likelyhood/probability to happen. so no direct "cause".
 
Causes are unclear: factions which have people deliberately trying to reduce their influence seem to get it quite a bit, so it may be something to do with murder/destruction of certain types of ship. It can also be caused by "contagion" from another faction in the system having Infrastructure Failure or Natural Disaster states.

Equally how to end/prevent it is unclear - delivering the trade cargo might end it sooner, it's possible some missions might help. For prevention, delivering those cargos in advance might help - or ensuring another Event state occurs first might be more practical: heavy trade to cause Public Holiday or Pirate Attack in preference, for example.
 
This is 2nd time I got state for my faction and same time as a War state where there are often 2 sub missions in CZs, makes it more difficult to win.

Can someone confirm state cannot be caused bombardment from other players?
 
Can someone confirm state cannot be caused bombardment from other players?
All states are caused by aggregate player activity.

I doubt there are any player groups who know exactly how to cause an infrastructure failure, but in general I would suspect an attack (intentional or otherwise) if you regularly get them.
 
... or random traffic, system being a preferred destination for some kind of missions. assuming you get that state in the same system, and your faction isn't controlling a lot of them (because that would in itself raise the probability of an IF happen anywhere in one of your systems).
 
Sounds like you are in an ideal situation to test whether supplying the commodities actually reduces the length of the IF - since you know exactly when it started you will be able to see if it is shorter than the usual length
 
Causes are unclear: factions which have people deliberately trying to reduce their influence seem to get it quite a bit, so it may be something to do with murder/destruction of certain types of ship. It can also be caused by "contagion" from another faction in the system having Infrastructure Failure or Natural Disaster states.

Equally how to end/prevent it is unclear - delivering the trade cargo might end it sooner, it's possible some missions might help. For prevention, delivering those cargos in advance might help - or ensuring another Event state occurs first might be more practical: heavy trade to cause Public Holiday or Pirate Attack in preference, for example.

Ooo- random thought- do you wonder that instead of having murder have a direct 1:1 influence drop it instead gets bunched together until enough has happened to trigger IF instead?
 
Ooo- random thought- do you wonder that instead of having murder have a direct 1:1 influence drop it instead gets bunched together until enough has happened to trigger IF instead?
Probably not as such - I expect the state and influence effects are separate (in the same way that trade gives +inf +econ +pirate attack and +/-other events)
 
Oh God theres only 11 posts and I already have 15 questions :)

Werent Natural Disaster states implemented at some point? Could they cause IF? Only ask as IF in RW would mean roads, rail or electricity cables, bridges etc going down for some reason. Could be result of natural disaster (earthquake), could be result of bombardment (war? / resistance destroying or targeting logistics and infrastructure). Dunno how applicable that is to the BGS states though. Just wondering what else could cause the IF in Frontier minds.
 
Sounds like you are in an ideal situation to test whether supplying the commodities actually reduces the length of the IF - since you know exactly when it started you will be able to see if it is shorter than the usual length

Nah, I did a Supply mission which had no effect on my faction because War was pending. OTOH, was surprised an Expansion mission yielded a positive effect.
 
I just wondered really, since murder seems to have got...er.. murdered :D
i think from a BGS perspective one has to differentiate between "murder" as in the first dev post on the BGS beginning of 2016 (?)
Ivuum68.jpg

(outdated!!!)
and murder as a tactic in BGS game play.
murder in the table refers to kills of ships of a faction, clean or not. that effect got maybe a bit reduced, but if you happen to run a faction with a CNB and no station in reach, you can still see influence being lost by that.

murder as a BGS tactic was shooting clean ships. it combines three -inf action at once: gaining a fine (shooting a clean ship), gaining a bounty (killing clean ship) and killing a ship of a faction. the adjustment was to reduce the effect of gaining fines/bounties, and buffing the effect of handing in bounties ("collecting bounties"), so you can defend a controlling faction against an attack.
 
i think from a BGS perspective one has to differentiate between "murder" as in the first dev post on the BGS beginning of 2016 (?)
Ivuum68.jpg

(outdated!!!)
and murder as a tactic in BGS game play.
murder in the table refers to kills of ships of a faction, clean or not. that effect got maybe a bit reduced, but if you happen to run a faction with a CNB and no station in reach, you can still see influence being lost by that.

murder as a BGS tactic was shooting clean ships. it combines three -inf action at once: gaining a fine (shooting a clean ship), gaining a bounty (killing clean ship) and killing a ship of a faction. the adjustment was to reduce the effect of gaining fines/bounties, and buffing the effect of handing in bounties ("collecting bounties"), so you can defend a controlling faction against an attack.

From my testing (not recently mind) fines do not count towards -inf, only assaults and murder.

From doing BGS to flip systems in Powerplay its gone from being highly effective to mild / medium effectiveness- I'm not saying its poor but the general direction of the BGS has always been for competitive positive action rather than direct negative actions, probably because there remain very big exploits in the BGS.
 
Anyone experienced opposing faction's influence increased during a War/conflict? I'm experiencing this 2nd time where despite winning war, do not gain influence.
 
Anyone experienced opposing faction's influence increased during a War/conflict? I'm experiencing this 2nd time where despite winning war, do not gain influence.
If you're in Infrastructure Failure during the war, you still pay the direct influence tax, so their influence will rise relative to yours. In extreme cases this can lead to winning the war but still being below them, though this is rare.
 
If you're in Infrastructure Failure during the war, you still pay the direct influence tax, so their influence will rise relative to yours. In extreme cases this can lead to winning the war but still being below them, though this is rare.

The same effect with Terrorist Attack(-) and Public Holiday(+). We made some systems (3) where the controller faction is the second in rank (influence)... As the faction with the highest influence stays under 60.01% its not a problem :) Im not sure FDev wanted to work this thing in this way, seems more like a bug.
 
If you're in Infrastructure Failure during the war, you still pay the direct influence tax, so their influence will rise relative to yours. In extreme cases this can lead to winning the war but still being below them, though this is rare.

So Infrastructure Failure affects faction's influence in a war state? There is practically no delivery missions in system during a conflict except for massacre opposing faction ships. Actually first time I experienced Infrastructure Failure and won the war, both factions' influence triggered 2nd war after 1st war ended 1 or 2 day(s) - so dislike Infrastructure Failure.

Edit: Despite 1 or 2 delivery/supply mission available, this doesn't increase influence in a War state.

Any tips on how to prevent 2nd war? No wonder SQ who triggered war 2nd time in same system doesn't bother to fight in war b/c they know a 2nd war will come - that's when they really fight :(
 
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