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Thread: A Guide to Minor Factions and the Background Sim

  1. #31
    Good work, thank you for your time and effort in unravelling this. It is a shame that a fascinating game mechanic like this is not more transparent, or at the very least given some official documentation.

  2. #32
    All hail. Sweet guide, much thanks. Reps

  3. #33
    There's one thing I don't understand though, why does the 2 lowest ranking factions in a system enter civil war? It's not like any of them own a station, or are about to take over a station? What will effectlively happen when one of them win?

    Another question, many systems are often only inhabited by factions where they are either "independent", or loyal to a specific major faction.... Like travelling through Federation airspace, many systems only have "independent" or "federation" factions in them, is that some sort of "defence" against other major factions, so there's always some sort of balance?

    Good work by the way, I'm just about to get into the faction-thing.

  4. #34
    Originally Posted by L'Espion View Post (Source)
    There's one thing I don't understand though, why does the 2 lowest ranking factions in a system enter civil war? It's not like any of them own a station, or are about to take over a station? What will effectlively happen when one of them win?
    It happens when they have matching influence levels, even if they don't own stations. As you suspect, nothing happens as a result. Same thing happens with Elections, which is just silly.
    AEDC CMDR Szyslak22 - Elite | Tycoon | Elite - Background sim pain management

  5. #35
    All of this background stuff needs to be in the FOREGROUND.

  6. #36
    On behalf of The Order of Mobius, thank you for this invaluable information.

    I will be back here frequently to check for both updates & 'points arising' from other factions.

    +1 Rep is too small a thank you, so here's a cute Lion

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  7. #37
    Are we absolutely sure that influence is not recorded as a scalar quantity? All the factions could show an increase in influence if this were so; percentage influence would be a derived value.

    This would make sense from a coding point of view.

  8. #38
    In effect, you are saying that the influence percentage represents how much of the economy is controlled by a faction, while the up/downn arrows represent the size of the economy? In other words, a faction can increase its influence while the economy shrinks.

    I'm also not totally convinced that boom is just a temporary state with no lasting impacts on the sim - we've seen the outfitters and shipyard in Manite improve significantly since we adopted the system and the Workers of Manite Labour Union. We're still working to isolate the exact mechanisms through which we did it (it was accidental, but not unwelcome), but one hypothesis is that one of the hidden values for the system, such as development level, tech level or wealth, is a variable similar to security level, which can be manipulated such that it impacts what hardware a system is capable of providing in its outfitters.

    Once we get rid of our lockdown state, we'll be able to move forward on testing.

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  9. #39
    Originally Posted by Riekopo View Post (Source)
    All of this background stuff needs to be in the FOREGROUND.
    Nah. The last ten months wouldn't have been half as much fun if there hadn't been a BGS to tinker with!

    夏草や
    兵どもが
    夢の跡
    Summer grass
    All that remains
    of young warriors' dreams

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  10. #40
    Originally Posted by Walt Kerman View Post (Source)

    Advanced Strategies:
    Directing Expansion – Expansion is not entirely random. It is dependent on range and number of factions in the nearby systems. Closer factions, and systems with fewer factions take priority as targets for expansion. This is how we were get our four adopted factions and no others into Mikunn. Let’s say you have a faction in 7 different systems. If you keep track of the local systems well, you will have a pretty good idea of where each system would expand to next. By keeping the influence down in all systems but the one you want to expand from, you can choose from several expansion targets. After we take the controlling station, the mercs keep our influence low in all systems but the one we want to expand from.
    With directing expansions it sounds like total influence within a system has a quantity. That it can be lowered but the only part we can see is the % each faction has. So what exactly does keeping influence down mean?

  11. #41
    Originally Posted by Riedquat View Post (Source)
    well played, I spent ages finding and reading all the old threads when I was trying to flip a system a while back, great to have it in one place.

    Trading – During trade CG’s as of 1.3 we noticed that the station owners of the host station would lose influence as massive amounts of goods were bought by the station. Later we were able to demonstrate that buying goods from a station raises influence (ever so slightly), and selling goods to a station hurts the owning factions influence (again slightly). We have seen this used successfully by an ally to lower influence in one war where a station only offered elite exploration missions (out of most players reach).

    I didnt quite understand this , do you mean that buying from a station raises influence with the station's faction? and selling to a station lowers it ?
    Correct.

    Originally Posted by Svenson View Post (Source)
    Could you elaborate on that please? We are stuck in Boom state with 87% and no clue how to disrupt it and continue to Expansion. Any suggestions?

    BTW, thanks for sharing your knowledge. Great work!


    Boom can help prices I believe. But for us the end game is expanding. Do as the advanced strategy suggests and start a war, or civil war which will interrupt the economic state.

    - - - Updated - - -


    Originally Posted by younzo View Post (Source)
    Thank you !

    One question :

    You did not mention Powerplay influence bonus for minor factions, do they really work ?

    EDIT : I mean ratings 2+ for winters, aisling and pranav
    We have not tested whether or not the power play bonuses work. A simple modifier like that would be hard to screw up I imagine.... but then again...

  12. #42
    Originally Posted by Rihi View Post (Source)
    With directing expansions it sounds like total influence within a system has a quantity. That it can be lowered but the only part we can see is the % each faction has. So what exactly does keeping influence down mean?
    If you didn't know influence is a value, you might want to stay away from the advanced strategies right now. Trust me, the one you mention is a lot of work with spread sheets. But to answer your question, you keep all influence values below the threshold that causes expansion in every system except in the system you want to expand from. In the system you want to expand from you will have it above the expansion threshold. In this way you can ensure you expand from the system you want.

  13. #43
    nice post. I'll need to bookmark this one. +rep.

    A few questions, since I and my group are just getting into this as of 1.4. I've learned a lot, but there is much that is just not clear and I'm after going trough the patch notes more will be rewritten in the future.

    1-Have Mercs ever, in your experience, seen any population swings in a system that you could attribute to gaming the BGS?

    2-We have an invading faction in our system from a nearby one that controls no ports, anywhere. I want it gone. I'm thinking by boosting our faction's influence and picking up counter missions to undermine theirs, they will eventually shog off. Any truth in this?

    3-In the OP states that only player actions can impact influence. Did a dev confirm that? In the month or so we've been tinkering in our system we've seen a lot of radical influence swings that either don't seem to be commensurate with the effort we are putting forth and too large judging by the traffic reports to be attributed a concerted unseen player effort, I'm wonder if these seemingly random results may be related to the "Scenario rebuilds" mentioned in the 1.4 patch notes.

  14. #44
    Originally Posted by Don Alvarez View Post (Source)
    nice post. I'll need to bookmark this one. +rep.

    A few questions, since I and my group are just getting into this as of 1.4. I've learned a lot, but there is much that is just not clear and I'm after going trough the patch notes more will be rewritten in the future.

    1-Have Mercs ever, in your experience, seen any population swings in a system that you could attribute to gaming the BGS?

    2-We have an invading faction in our system from a nearby one that controls no ports, anywhere. I want it gone. I'm thinking by boosting our faction's influence and picking up counter missions to undermine theirs, they will eventually shog off. Any truth in this?

    3-In the OP states that only player actions can impact influence. Did a dev confirm that? In the month or so we've been tinkering in our system we've seen a lot of radical influence swings that either don't seem to be commensurate with the effort we are putting forth and too large judging by the traffic reports to be attributed a concerted unseen player effort, I'm wonder if these seemingly random results may be related to the "Scenario rebuilds" mentioned in the 1.4 patch notes.
    1) Population does not change ever at the moment. Unless you colonize a new system, which we did once, but that involved dev intervention.

    2) We have not been able to get rid of another faction by bottoming out their influence. We believe that expanding into a system that is already full will boot out the lowest, but this is pure speculation so I didn't include it in the guide.

    3) Extremely certain. We have seen systems that stay untouched on the Frontier keep their influence for weeks on end. Sometimes months... simply because no one cares to visit.

  15. #45
    Nice to have you still around here Walt

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