Boom is an entirely different proposition to conflict bugs, especially since it hasn't changed. That can be managed.The game is fine. You just need to adapt. Learn the BGS better.
Boom is an entirely different proposition to conflict bugs, especially since it hasn't changed. That can be managed.The game is fine. You just need to adapt. Learn the BGS better.
Hello, we at Pileus Libertas have been repeating a seemingly constant Civil War with the second largest faction. Though we have been keeping the lions share of influence and we know that the BGS will not give us their station we are always droppijng into Civil Unrest after a completed CW cycle. Is there anyway to explain that/break that cycle?
Also, we are in the process of softening up a neighbouring system. Can we actually enter another system with this bug limiting transfer of control of stations?
Any info or just musings would be most welcome![]()
Gswine
Are you currently the controlling faction of the system? Meaning, do you own the controlling station? What are your influence levels, and that of the second largest one that keeps warring you?
Well, we've had some similar finnicky things occur when we were injected. Civil war broke out between our faction and the former controlling faction. We fought and won the war, but no stations changed hands. Theory is that upon injection and manual swapping of the control, the BGS kicked off a civil war for us to 'keep control.' Likely a bug as a result of the manual intervention. Regardless, when we won the war nothing but a bit of influence loss occurred.
Couple more questions, the current war you are in, is it the latest in a string of wars, or still a continuation of an ongoing civil war?
The lesser factions fighting each other is likely because they are at near even influence levels, and should'd be playing a large factor beyond stealing some influence from the top faction as they gain influence.
What you might be seeing though is that there are some other actions going on that are ripening you to be attacked. It sounds like your security level is being hurt somehow. For right now, my advice is to win the war again: focus on fighting in the CZs, turn in your bonds, and take combat missions to help fight for your faction. Push as hard as you can. As for preventing something like a lockdown, make sure you aren't having people running illegal missions for smuggling or selling on the black market and such. The cops don't like that and it can contribute. Wars are a tricky thing. When this one is over, check and see if any stations changed hands. Length of war can vary depending on different circumstances. If it ends and you know one side had a heavy lead, and nothing changed, might be a bug. Also if the war keeps occurring, but I wouldn't think 2 wars in a row would be a bug off the bat when it looks like there are some other circumstances at play. How long between the end of the first war, and the start of this one? I assume they were both with the same faction.
Are you sure there are no other player activities going on that could be hurting you? Nearby pirate systems that might be giving out murder civilian missions?
Is the system currently being affected by Power Play at all? As there are other gears turning that PP brings in. Controlled systems being forced under their control and such.
Sadly, if that is the case it may be all a C-shoot because we can't control the general public and where/how they undermine or whatever for Power Play. Even if they aren't targeting you specifically, if they are targeting the system and you guys are the controlling faction, it would be your NPCs they are shooting down.
This would DEFINITELY be a good reason for low security and lockdowns/civil unrest. If you are a Power Play target, there isn't much you can do. :/
In the past, this has occasionally had unintended effects, such as attributing the influence to the wrong faction. I don't know if this is still the case as of 1.4.Where should Combat Bonds be collected if my faction is in Civil War? Does it need to be in a station under my factions control?
What happens if the station is under the opposition control?
I understand that you need to lower the influence of the controlling fraction to take over another outpost or station in the system? This does not make sense to me at all.
If the controlling fraction are in a state of BOOM how can you tricker a war to conquer the remaining stations \ outposts?
It doesn't - if you push your expanded faction straight to 70%, it will trigger a war for the system. If you push it slowly so that it achieves parity with the faction holding a smaller station, a civil war will trigger for that station. We've used this mechanic previously to take over an entire system.If the issues with the 1.4 version of wars and civil wars are this serious, I would prefer the multiple wars and civil wars just to be dropped, they were not needed. Many of the extra civil wars aren't even for stations, because of a design that protects stations from being fought over. The system is peculiar, it is counter-intuitive that a controlling faction needs to equalise influence with a faction holding an outpost to fight a civil war with them. An invading faction first needs to control the major station in a system, and only then can it fight for the subsidiary stations, why?
We tend to view influence as the percentage of economic activity controlled by the faction rather than as popularity. It makes more sense that way, although it's a matter of semantics.Another oddity is that a system with 1000 people can support as many factions as one with 20 billion, and has as many missions on its BBS. Influence percentages fail to convey a sense of what is happening, turning what could be an epic game into one based on staging local elections every day. War is where a people are conquered and made to submit, not another means of gaining their good opinion.
Combat missions are an annoyance - in multi-system factions, the combat missions usually target your own faction and ships associated with that faction. The missions ask you to stab yourself in the face, basically, which is dumb and something I'd like to see changed.The system was counter-intuitive even when we had functional wars. Population and the economy have never worked. Instead we have a shallow and mission-based system that is too vulnerable to exploitation. Even the missions are poorly implemented, for instance it has never been clear why all the combat missions are for an adjacent sector, nor why the freight and delivery missions have generous time limits. Why aren't the goods linked to their place of origin, so that smuggling missions come from systems with little authority and are aimed at high security systems?
Population change would be good to see. I'm not sure that I agree with having only one faction in any station though - how would influence be raised for other factions if they can't commission players to work on their behalf?A station should be owned entirely by a single faction. Population and economic changes happen to that station, and affect both the character of the missions offered from that station and the quality of its defence. If it has sufficient surplus it can contribute to the owning factions attempt to take another station. If we have a simple and effective system at the base level, complexity and good gameplay will then emerge.
has any dev actually commented on the stations not flipping thing?
Seeing as 1.4 was supposed to see an array of improvements to the BGS, along with player inserted factions, this issue is a bit of a joke.