you mean, that kind of (100-INFLUENCE)-factor? also, it might be, that population is simply a factor in influence-bucket size.
CoatOSilver said:
<Useful things and stuff>
You know what, stuff it, I tried to write something twice and failed both times.
Long and the short is, I think CoatOSilver's idea is bang-on the money. I also ran his theory over some of my own stats i dismissed as "outliers" or "poisoned by other players" and it actually predicted the results almost perfectly, *and* neatly explains so-called "decay". ThingsI guess we need to look at now are:
1. The exact effect of population on the buckets (logarithmic is most logical, but how logarithmic is it?), and;
2. How a mixture of positive and negative effects impact a faction; and
3. What effect more players could have?
e.g of 2, If Faction A has 75% influence, and receives 10 points in the positive bucket for running missions, and gets 10 points in the negative bucket from authority ship kills, is this a net zero impact (10 - 10), or because Faction A has 75% influence, the negative impact is more effective than the positive impact, resulting in a net loss for that faction? Or maybe it's just KISS?
On a note of 1t trading, I my guess is each transaction would put 1 point in the positive bucket if it's for profit, one in the negative bucket if it's for loss, as trying to factor in QTY of goods sold and total profit made would be a PITA in that sort of system. How that was then fixed or mitigated, I have no idea.
EDIT: For what it's worth, I'm going to assign low/med/high missions "action values" of 1,2,4 as a start point... based on observations I've made on that I'm also going to run with the following bucket sizes:
1,000 - 200 "points"
10,000 - 400 "points"
100,000 - 600
etc.