dynamicbob
Banned
a lot has shifted with 2.1 ( including the confusing investment state) and i expect 2.2 to make it more complex
Oh no, not that one! I was referring to the AEDC guide.
Hello o/
Just a quick one:
Do black market sales (stolen / illegal) still hurt an Anarchy faction's influence?
Ok, this is still pre-2.1 though.
There is also the video insight devoted to the BGS (still about 2.0)
I'll second that, and there are some concrete examples. 2.1 BGS stuff had probably been committed long before the live stream based on some of the stuff Dav said.Or is it? There were several things said in that stream that were wrong in 2.0 but are now correct in 2.1. Personally I think that stream is a mix of 2.0 & 2.1 information because Dav was in the middle of working on the changes at the time.
Useful contribution to the war effort if you don't like CZs, but not very cost effective for those that do. How long would it take you to recover this data compared to taking out a couple of Cobras at 16,000cr each?So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.
Since 2.1, we now have things like "wartime salvage" missions for rebel transmissions/other wartime-flavoured missions etc... anyone know if these change influence? If not, gonna find out tonite
E.g
Varieties I can find that explicitly mention helping the war effort are
- Assasinate Deserters
- Strategic Data Transfer
- Wartime Salvage
- Massacre enemies (will likely work anyway)
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.
Useful contribution to the war effort if you don't like CZs, but not very cost effective for those that do. How long would it take you to recover this data compared to taking out a couple of Cobras at 16,000cr each?
"Cost effective" is a relative concept. I often see war salvage missions around 500M and assassinations beyond 1M, these are definitely cost effectiveit may depend on your reputation with the faction.
Presuming you mean "500k"
And yeah. I'm pretty quick at running missions. 2 minutes to get out and drop off some data, tbh.
Yes, 'cost effective' isn't the right phrase. What I should have said was 'time effective' - I was really only looking at the first example - but still a bad choice of words."Cost effective" is a relative concept. I often see war salvage missions around 500M and assassinations beyond 1M, these are definitely cost effectiveit may depend on your reputation with the faction.
Heya all,
Just a quick question... is it possible to somehow trade in and out of an outpost until it offers more facilities such as outfitting or rearm?
cheers!
not permanently. investment state is said to improve situation temporarily. but for adding services to a station a community goal and a patch is necessary.
Yes, 'cost effective' isn't the right phrase. What I should have said was 'time effective' - I was really only looking at the first example - but still a bad choice of words.
Are we sure that it's the number of missions undertaken that affects the influence most or the value of missions? Or is it a combination?
For example, there are missions that offer 3m or so for the destruction of 50 pirates. Hunting down and destroying ships takes much longer than it used to. That 3m can be earned quicker by doing a couple of long-range deliveries or a succession of more local missions.
Which is the best use of time and therefore the most effective?
Or is it better to have more fun chasing down the bad guys?
So, I know pre-2.1 the only way to change influence for a faction in war was by claiming war bonds.
Since 2.1, we now have things like "wartime salvage" missions for rebel transmissions/other wartime-flavoured missions etc... anyone know if these change influence? If not, gonna find out tonite![]()