A Guide to Minor Factions and the Background Sim

Guys, it's not possible to trigger a civil unrest by continuously buying and selling weapons in the same market, right? Was it possible before?

Depends on how you were selling them. If it was to the Black Market, then yes. That's guaranteed. Black Market sales trigger Civil Unrest.

If it was on the open market, that I can't say for sure. Dumping weapons into the market for purchase would make them available to the unseen populace in question. More guns means people would get restless and edge but open market sales should trigger Boom. Not Civil Unrest.
 
Guys, it's not possible to trigger a civil unrest by continuously buying and selling weapons in the same market, right? Was it possible before?

you mean buying weapons and directly reselling them on the same market?

never tested that.

but selling weapons triggers civil unrest, even when selling legal (but you might get into boom before civil urest kicks in).
 
but selling weapons triggers civil unrest, even when selling legal (but you might get into boom before civil urest kicks in).

Even non-lethals? Personal and Battle Weapons I could see sure. Non-lethals would be surprising though.

...though I guess if you modified them illegally... Now THERE'S some groundplay when we get space legs.
 
Even non-lethals? Personal and Battle Weapons I could see sure. Non-lethals would be surprising though.

...though I guess if you modified them illegally... Now THERE'S some groundplay when we get space legs.

Any commodity in the weapons category triggers unrest.
 
Question, which one generate more influence to a faction assuming the wanted targets are all of the another faction that I don't support

1. Turning 1000 Bounty, then turning 1000 Bounty again , then turning 1000 Bounty again, then turning 1000 Bounty again, then turning 1000 Bounty again. done.

or

2. Turning 1 000 000 Bounty in one go.
 
Last edited:
Question, which one generate more influence to a faction assuming the wanted targets are all of the another faction that I don't support

1. Turning 1000 Bounty, then turning 1000 Bounty again , then turning 1000 Bounty again, then turning 1000 Bounty again, then turning 1000 Bounty again. done.

or

2. Turning 1 000 000 Bounty in one go.

Personally I think option 2 is the more cost effective since you'd have to redock at the station each time you killed something. Vouchers aren't like commodities where you have control over how much you turn in in a single go unless they're split up between issuing factions.
 
Question, which one generate more influence to a faction assuming the wanted targets are all of the another faction that I don't support

1. Turning 1000 Bounty, then turning 1000 Bounty again , then turning 1000 Bounty again, then turning 1000 Bounty again, then turning 1000 Bounty again. done.

or

2. Turning 1 000 000 Bounty in one go.

it's the number of bounty transactions that counts (to a very large extend).

cashing in 10 times a bounty of 10 k CR = cashing in 10 times a bounty of 1 Mio CR.

cashing in 10 times a bounty of 10 k CR each = 10 times cashing in one bounty of 1 Mio CR.

for BGS work reasons i'd never go RES-bounyhunting, if i want to push a factions influence, i'd go USS bounty hunting around stations - and have a docking computer fitted. full frag courier ftw.
 
it's the number of bounty transactions that counts (to a very large extend).

cashing in 10 times a bounty of 10 k CR = cashing in 10 times a bounty of 1 Mio CR.

cashing in 10 times a bounty of 10 k CR each = 10 times cashing in one bounty of 1 Mio CR.

for BGS work reasons i'd never go RES-bounyhunting, if i want to push a factions influence, i'd go USS bounty hunting around stations - and have a docking computer fitted. full frag courier ftw.

Has this been tested? If so, when? It may have changed if the tests are old.
 
Has this been tested? If so, when? It may have changed if the tests are old.

yep. has been tested - i personally have run the last test in 1.5., irongut and Jmanis more recently have tested the mechanic with combat bonds (Jmanis i think some days ago).

please re-test yourself and share your results! i haven't seen any indication of that mechanic changing, but you never know.
 
Some testing was sparked by a recent thread on the subject. I've found that value and number of transactions both play a part (though moreso the latter), while others have found that value has no impact.

Relatively easy to test again.

Edit: I don't mean that 1 x 1000 will have more effect that e.g. 2 x 250, only that 2 x 500 does more than 2 x 250.

Note though that I tested 3000/ton vs <500 ton, so the results are more apparent.

The same transactional effect has been found to apply to nearly every sort of transaction - I tested trade while others have tested bounties and bonds. Exploration data is one we haven't had enough of to test.
 
Last edited:
I feel like a pariah talking about these easily exploited mechanics here in this thread that I've enjoyed so much.

I just want something done, and it seems like having everyone know is the only hope of that.

Apologies, fellow BGSers.
 
I feel like a pariah talking about these easily exploited mechanics here in this thread that I've enjoyed so much.

I just want something done, and it seems like having everyone know is the only hope of that.

Apologies, fellow BGSers.

Don't.

Game feels currently a bit ... unhinged.
Too many credits, not enough credit sinks.
BGS unbalanced and one-click trading making the manipulation in one system trivial.

Managing a multisystem faction in a traffic heavy environment is still challenging, with all the states and maintenance work needed.
 
Game feels currently a bit ... unhinged.
Too many credits, not enough credit sinks.
BGS unbalanced and one-click trading making the manipulation in one system trivial.

Managing a multisystem faction in a traffic heavy environment is still challenging, with all the states and maintenance work needed.

Ugh... maybe I ought to put my plans to expand on hold until I build up a group roster that consisted of other players rather then working by myself.

Don't really agree with the lack of credit sinks since I can't seem to keep more then a few million in my account before I spend it on ship outfitting.

The rest... yeah... it my first time really working the BGS and I gotta say, seeing it in action first hand? It's exhausting working it alone.

I'm sure the big name groups have an easier time but... eh... people and I don't really get along that well. And the friends I do have aren't as interested in space games. I might be able to entice them once we get space legs and FPS boots on ground style exploration and combat but otherwise... it's a lonely galaxy out here.

Still, tenacity. I haz it.

And yeah, system seems really wonky now that I'm playing with it for the first time and really getting into it.
 
I'm sure the big name groups have an easier time but...

actually not :) working both with a large group and smaller groups i can say, that working the BGS with a large group is much more challenging than working with 4-12 cmdrs...

with a large group you end up overshooting all the time, or get "friendly fore" - because you neither can manage targets nor progress towards them ingame. in fact you end up with sharing delicate operations only with a few agents...

and then, there is whole new world of challenge when you have to manage states of >10 systems.
 
Back
Top Bottom