Thanks. Apparently fixed now says Dav, so that's settled.
Conflict pending/active/cooldown should block pending conflict. Case closed.
well, TBC whether its actually fixed and when it will be implemented.
Thanks. Apparently fixed now says Dav, so that's settled.
Conflict pending/active/cooldown should block pending conflict. Case closed.
Yeah, I was meaning dropping bonds from war in other systems during war time. But you are saying bounties still work during war time in the non-war systems - and I agree, they are vastly easier to get.
It depends. You might not have a RES at hand, and bonds from a conflicts might prove useful.
Because a conflict state trumps and other states, the pending time is generally fixed at 3 ticks - an early table of pending times can be found on the first page of this thread where 'pending' is referred to as 'Count down'. But this is the BGS, so take little as an absolute statement of fact.Probably been answered before but let's face it, 416 pages is an awful lot...roughly how long does a PENDING conflict state remain PENDING for?
Thanks. Apparently fixed now says Dav, so that's settled.
Conflict pending/active/cooldown should block pending conflict. Case closed.
Probably been answered before but let's face it, 416 pages is an awful lot...roughly how long does a PENDING conflict state remain PENDING for?
Part of the bug might have been fixed, but I saw a civil war go pending with a faction while it was in civil war two days ago. The new civil war is still pending and it's with a different faction. All 3 factions are NPC and native factions.
So the passing influence bug on the last day might have been somewhat mitigated, but the back to back conflicts certainly haven't been.
Follow upFYI: Not sure if this IS a new discovery, But while doing skimmer kill missions in a neighbouring system, I noticed this
Didn't they boost the value of ex-engineer commodities in last patch when they removed then from blueprints? This might be a manual adjustment
You are quite correct. There is no information. What we know is through hard effort and dumb questions, well mostly dumb questions. The developers have always been very tight lipped about how the BGS works. There are a few things we have found out or have been told. Most of thes are listed in the first page of this thread.There is no informations about influence by stations...
It could explain much more like why some minor factions are in famine state and others not in the same system.
What do you think?
Minor faction superpower allegiance has very little to do with powerplay, so no.First of all, allegiance. Its only showing "Empire, Federation or Alliance" which is not very helpful. It should be allegiance to the leader "Torval, Mahon, etc."
First of all, allegiance. Its only showing "Empire, Federation or Alliance" which is not very helpful. It should be allegiance to the leader "Torval, Mahon, etc.".
Secondly, there is no clue about how minor factions can get a station. For example, the minor faction with the highest influence in the system can have 3 out of 5 stations. There is no informations about influence by stations...
It could explain much more like why some minor factions are in famine state and others not in the same system.
That said, more information on how the BGS works and some of the hidden numbers (like the Famine you mentioned) to be made available in-game would be nice.
I'm not so sure about more info - I certainly don't want too much info. One of the real pleasures of working the BGS for us has been figuring out the rules, innovating new techniques and strategies and the ongoing "arms race" with the developers in relation to new mechanics.
The tightness of FD's lips here is analogous to the rest of the game. Flying your ship has a steep learning curve at first. Earning your first million is tough (without external information), flipping your first system can be a struggle. Its overcoming these challenges that provide the sense of achievement that is fundamental to the game design.