A Guide to Minor Factions and the Background Sim

What I think is that a cap has been put in place per player, but not overall.

I easily did 7% damage and as others mentioned they willfully did up to 20% PER DAY. If that is a per player cap, the bigger side could nuke a system 90% to 1% in a day with little counter chance. Obviously there is none per player and sadly none in general since 2.2.

Is there any situtation to have to leave entirely system you have expansioned?

Yes. Below 2.5% it is called retreat.
 
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Î agree with that question. My Pythonload did 7% damage to the faction involved which was 50% of its preday influence. That is why I know the BM mechanic is far too powerful combined to positive actions.
Sentenza must have overlooked a detail. I actually believe by his testimony in the bug thread that he traded illegal goods, of which profit is bound to the buying price.
The real griefer uses stolen goods...

Medium pop, 140k. In this same system I could reliably raise factions 5-6% per day - I know it very well.

The key might be in fact "illegal" vs "stolen" goods - way less profit.
 
of which profit is bound to the buying price.
The real griefer uses stolen goods...

you got a recent test for that? because in 1.5. there was zero difference in influence loss due to profit. tested with stolen, with illegal rares, and with "normal" illegal goods. the only value counting was illegal goods in T sold.

differently to trading/mining (profit)
 
differently to trading/mining (profit)

If what you say is true, I wonder what else Sentenza has done "different" than us who got 7% in 200k systems with one Pythonload. Maybe the definition of "Pythonload" is slightly off.

Either way, if the BM STILL operates on tonnage and around 200t in 200k make 7% loss for the defending faction... FD has a really weird math department to think that is "balanced".
 
If what you say is true, I wonder what else Sentenza has done "different" than us who got 7% in 200k systems with one Pythonload. Maybe the definition of "Pythonload" is slightly off.

Either way, if the BM STILL operates on tonnage and around 200t in 200k make 7% loss for the defending faction... FD has a really weird math department to think that is "balanced".

I think in fact is not true. A lot of things changed since 1.5 - for example, selling at a loss/non-market items used to have negative effect, while now it has no effect. So you can't assume what you once tested is still true - anything may be changed.
 
I think in fact is not true. A lot of things changed since 1.5 - for example, selling at a loss/non-market items used to have negative effect, while now it has no effect. So you can't assume what you once tested is still true - anything may be changed.

this is why i was asking for a more recent test. i personally was very disappoited that profit played no role in 1.5..

here is the old test: https://forums.frontier.co.uk/showt...ckground-Sim?p=3783851&viewfull=1#post3783851
 
Does anyone know if the income percentage taken by crew affects the influence of turning in combat bonds/bounties? For example if you turn in 1 million in bounties and your crew takes 20%, do you get 1 million of influence gain or 800,000?
 
Does anyone know if the income percentage taken by crew affects the influence of turning in combat bonds/bounties? For example if you turn in 1 million in bounties and your crew takes 20%, do you get 1 million of influence gain or 800,000?

I'd say it does, since it does affect the bounties/combat bonds you turn in for CGs. It'd be very hard to test though.
 
Does anyone know if the income percentage taken by crew affects the influence of turning in combat bonds/bounties? For example if you turn in 1 million in bounties and your crew takes 20%, do you get 1 million of influence gain or 800,000?

I'd say it does, since it does affect the bounties/combat bonds you turn in for CGs. It'd be very hard to test though.

the value of bounties and bonds has zero to no effect on influence, it is the number of bountie/bonds transactions - so the crew share should have no effect.

but trading has an influence effect of profits. no sure though, whether the effect is taken before or after crew share (let's hope after, but FDEV)
 
I have been following these pages for some time and not only do I appreciate the information but the discussion.

Having said that I have a question.

Question :
Obviously when a faction enters WAR there is a War "tax" incurred by that same faction in other systems.

What constitutes the level of tax per system. Meaning how hard is each system hit containing a WAR state faction?

My observations suggest the potential for a few variables, however I admittedly am not sure on any of these.

Possible variables:

Government
System type (high tech, agri, refining, etc.)
Population


Just trying to divine the best way to prepare for and counter War tax in my other systems when at War.

Any advice would be most helpful. Thank you
 
I easily did 7% damage and as others mentioned they willfully did up to 20% PER DAY. If that is a per player cap, the bigger side could nuke a system 90% to 1% in a day with little counter chance. Obviously there is none per player and sadly none in general since 2.2.



Yes. Below 2.5% it is called retreat.

I want to point out here that the 25% decrease I obtained was a multi-pronged attack.
In addition to hitting the target faction hard (I ended up with a roughly 15m cr pricetag on my head) I *also* did missions for any faction other than the target faction. Without complete understanding of how the influence buckets work it is tricky to do the numbers.

*however*. If your report of "one pythonload" doing 7% influence damage is correct, then we've kinda demonstrated that there is a negative-influence soft cap, as I can assure you there was way more than "10 pythonloads" when I did the 25% hit i.e it isn't scaling linearly.

Again though, this was all pre-2.2. I'm convinced other things still have an (albiet, reduced) impact such as 1t trading etc.
 
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If your tests were pre 2.2 then it might have had been capped. 2.2 obviously broke the negative influence system with all its "beautiful" new ways to grief and troll which are all more powerful than any peaceful action.

We saw drops of 25%+ per day WITHOUT getting 1cr of crime Jmanis. With traffic (jumps) below 4. Just "legal", half-legal or exploit actions (cargo drop to make them stolen for a friend as example).

Also getting around 20% on low % is normal if you get full contribution. So you getting 25% in the old system would mean the -inf% effect was near negligible before. That would be fine.

FD in theory turned the current BGS into a grief fest. The group willing to use the bug and grief the most wins. If one side owns stations, they practically lost if it has a BM. If both have stations, the biggest BM dealer wins. If neither has station - why care - the one with the best rebel fleet wins.
The BGS right now, thanks to FD is not about "supporting" factions, they bugged it into "destroy factions" the best to win. They killed the BGS. And if they don't fix it before December - up to which point many a BGS work will be turned to ash by exploiting the bugged or at least imbalanced system - they will force even the most virtuous group to step to ash-type BGS were the last one partially unburned, survives.

Of course all with ways FD implemented that need low traffic and give NO bounties.
 
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The BGS right now, thanks to FD is not about "supporting" factions, they bugged it into "destroy factions" the best to win. They killed the BGS. And if they don't fix it before December - up to which point many a BGS work will be turned to ash by exploiting the bugged or at least imbalanced system - they will force even the most virtuous group to step to ash-type BGS were the last one partially unburned, survives.

it is easier to nuke influence than to win it, sure - but that was always like it.
 
I have been following these pages for some time and not only do I appreciate the information but the discussion.

Having said that I have a question.

Question :
Obviously when a faction enters WAR there is a War "tax" incurred by that same faction in other systems.

What constitutes the level of tax per system. Meaning how hard is each system hit containing a WAR state faction?

My observations suggest the potential for a few variables, however I admittedly am not sure on any of these.

Possible variables:

Government
System type (high tech, agri, refining, etc.)
Population


Just trying to divine the best way to prepare for and counter War tax in my other systems when at War.

Any advice would be most helpful. Thank you

it is a bit of a complicated question you are asking ...

1. "war tax" - i think nobody is really sure whether there is one currently, or not. a "hard" war tax would be an influence loss, which occurs, if no counteraction is made. there was one shortly ingame maybe, around 2,2%.

the current general ideas are, that you are loosing influence via a "soft" tax.

during war, only combat actions have an influence effect, while all other factions are gaining influence from the whole range of activities, including missions.

- coming from there, you want to have a RES in system close to station, where you can generate a permanent supply of bounties.

- it's good to have a system without black market.

- it's good to have station far from entry point, because other players can't bring in goods/illegal goods/bounties/bonds easily

- it's good to have 5+ local factions in system, and to adopt other factions from small population system to fill all slots

more population = harder to influence. e.g. that (soft?) tax is harder to counter in large population systems.
 
If your tests were pre 2.2 then it might have had been capped. 2.2 obviously broke the negative influence system with all its "beautiful" new ways to grief and troll which are all more powerful than any peaceful action.

We saw drops of 25%+ per day WITHOUT getting 1cr of crime Jmanis. With traffic (jumps) below 4. Just "legal", half-legal or exploit actions (cargo drop to make them stolen for a friend as example).

Also getting around 20% on low % is normal if you get full contribution. So you getting 25% in the old system would mean the -inf% effect was near negligible before. That would be fine.

FD in theory turned the current BGS into a grief fest. The group willing to use the bug and grief the most wins. If one side owns stations, they practically lost if it has a BM. If both have stations, the biggest BM dealer wins. If neither has station - why care - the one with the best rebel fleet wins.
The BGS right now, thanks to FD is not about "supporting" factions, they bugged it into "destroy factions" the best to win. They killed the BGS. And if they don't fix it before December - up to which point many a BGS work will be turned to ash by exploiting the bugged or at least imbalanced system - they will force even the most virtuous group to step to ash-type BGS were the last one partially unburned, survives.

Of course all with ways FD implemented that need low traffic and give NO bounties.

AND it lets groups who chose to disable BMs to walk over all others.
 
Guys if my faction is present in 2 systems and controls one if i bounty hunt and hand them bountys in at the system we do not control does that boost the influence only in the system i killed the ships or the system i handed the bounties in at ?
 
How this passenger missions affect your influence ? There where post earlier that in start place it would go down. How those work ?
 
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Guys if my faction is present in 2 systems and controls one if i bounty hunt and hand them bountys in at the system we do not control does that boost the influence only in the system i killed the ships or the system i handed the bounties in at ?

Killing ships reduces the influence of the ship's faction in the system where you killed it.
Claiming bounties helps the faction that owns the station you are claiming at, unless the bounty is for a specific faction.

So, you are best to kill your enemy's ships in their system. But you can also hunt in your own system, claim generic (empire, fed, alliance) bounties at your home station, but save your faction's bounties and sell them in your enemy's station.
 
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