All states are caused by aggregate player activity.Can someone confirm state cannot be caused bombardment from other players?
IF won't make wars harder to win, since winning isn't based on influence.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.
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.
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)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)
Yes. A Natural Disaster on one faction in a system will often cause Infrastructure Failure and Drought on other factions in the same system.Werent Natural Disaster states implemented at some point? Could they cause IF?
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
i think from a BGS perspective one has to differentiate between "murder" as in the first dev post on the BGS beginning of 2016 (?)I just wondered really, since murder seems to have got...er.. murdered![]()
i think from a BGS perspective one has to differentiate between "murder" as in the first dev post on the BGS beginning of 2016 (?)
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(outdated!!!)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.
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.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.