Updated Permit List

KWS in nearby systems. Hand in to IF.
no. turning in bounties raises influence of faction in system you hand in. Jupiter Division isn't present in system, so turning in their bounties doesn't effect their influence. If they would be present in system, you couldn't use the interstellar factor.
Forgive me for being stupid, I still don't understand how killing NPC's that oppose Jupiter Division, gain you rep with Jupiter Division. Who do you hand the bounties into? How are they connected to Jupiter Division? How do you gain rep with a faction when that faction is only in a permit locked system and you can't get to them because you don't have the permit?

I'm missing a connection here.
 
Forgive me for being stupid, I still don't understand how killing NPC's that oppose Jupiter Division, gain you rep with Jupiter Division. Who do you hand the bounties into? How are they connected to Jupiter Division? How do you gain rep with a faction when that faction is only in a permit locked system and you can't get to them because you don't have the permit?

I'm missing a connection here.

The connection is: the Interstellar Factors service.

You can increase your rank with a faction (with some limitations) whats not available in that system where the Interstellar Factors located.
F.e.: you earned some bounties for the Eurybia Jet Major systems in Eurybia, but then left to Colonia. In Colonia you docked to a station with Interstellar Factors. You sell your bounties there - even if the Eurybia Jet Major System faction is not present there. But you have a reputation increase with that faction (Influence will not increase, just rep).

Jupiter Division is in the game, just its unreachable directly at the moment. So you can increase your rank with them the same way described above. You can earn Jupiter Division bounties with using the Kill Warrant Scanner on wanted ships in the systems close next to HIP 54530 (Jupiter's home system).
 
Reputation is faction-specific. You have a level of reputation with that faction, wherever you encounter it.

Influence is faction and system specific. Nothing you do in another system can affect that faction's influence in any system you're not in.
 
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Same here, I wonder if this is going to be where a new CG will take place?!?

" The Pilots Federation has agreed to supply all ships participating in this conflict with temporary permits to access HIP 54530. These will expire early on Thursday the 18th of February. " ... " The top 75% of contributors will be allocated a permanent system permit for HIP 54530 by Friday the 19th of February 3307. "
 
" The Pilots Federation has agreed to supply all ships participating in this conflict with temporary permits to access HIP 54530. These will expire early on Thursday the 18th of February. " ... " The top 75% of contributors will be allocated a permanent system permit for HIP 54530 by Friday the 19th of February 3307. "

So, if this permit expires and you're not granted the permanent access, and are still in the system, what happens? Do you get kicked out to the nearest system? Attacked by the local authorities, or can you just stay in the system, but once you leave never get back?
 
Yes, there are a lot of unanswered questions about how this will work.

The top 75% on both sides will earn the permit, but only the megaship belonging to the victor will be issuing permits after jumping out to a different system.

So what happens to the loser's megaship, and anyone docked on it?

And if normal permit rules apply after the CG, you can gain a permit from the relevant faction if allied and at a station where they are present, within 15ly of the locked system. So if you're allied and you park in the system, you can get the permit? You only need to go to the megaship if you left the system and can't get back in?
 
So what happens to the loser's megaship, and anyone docked on it?

And if normal permit rules apply after the CG, you can gain a permit from the relevant faction if allied and at a station where they are present, within 15ly of the locked system. So if you're allied and you park in the system, you can get the permit? You only need to go to the megaship if you left the system and can't get back in?
All things that are obvious with 5 seconds thought. Less time than it took you to type.

Anyway, can I interest you in a FC mining trip? You seem ideal ...
 
All things that are obvious with 5 seconds thought. Less time than it took you to type.

Anyway, can I interest you in a FC mining trip? You seem ideal ...
Can I come. I need a break from my FC. Also am I allowed a fuel scoop. If not do you sell them on your FC. Never mind, I just need the break lol. When you planning on coming back. :p
 
I don't even see the point of unlocking permit system, they don't sell cheaper or unique goods, or weapons.
If they actually did, that would give you an incentive to unlock them.
I've got better things to do, like moan about no panther clipper, no landing on atmospheric planets, the games new balancing update that favours pew pew gaming, you know all the good things about the game!
 
" The Pilots Federation has agreed to supply all ships participating in this conflict with temporary permits to access HIP 54530. These will expire early on Thursday the 18th of February. " ... " The top 75% of contributors will be allocated a permanent system permit for HIP 54530 by Friday the 19th of February 3307. "

So, if this permit expires and you're not granted the permanent access, and are still in the system, what happens? Do you get kicked out to the nearest system? Attacked by the local authorities, or can you just stay in the system, but once you leave never get back?
You don't get kicked out of the system, but if you jump out of the system, or die and respawn outside the system, you won't be able to get back in without a permit.
I don't even see the point of unlocking permit system, they don't sell cheaper or unique goods, or weapons.
If they actually did, that would give you an incentive to unlock them.
There's an old saying, it's better to have a hammer and not need it, than need it and not have it (I am paraphrasing here, but that's how the saying goes. Replace hammer with anything). The reason to have a permit to a system is not because the system offers something unique, but because you never know when you might need to go in or through the system.
  • You can accept missions to the system because you have a permit to go there.
  • Your route plotter can plot a course through the system because you have the permit.
  • You can go and sell stuff and not have fleet carriers affecting performance when you jump in (or just not see 100 fleet carriers).

It's better to have a permit and not need it, than need it and not have it.
If you want to ignore getting permits, that's ok, you can play how you want to.
 
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