What is the downside of a faction being in Outbreak?
No Biowaste is in the "Waste" category, along with Chemical Waste, Scrap etc.
What is the downside of a faction being in Outbreak?
What about "should be" made you think it is? I said it should NOT be in waste. I never said it is not. The fact it causes outbreak with a text "sterile" in its description is simply moronic.
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Station production crashes down. Mission-wise it is useful.
Sterile in itself, but highly combustable in the right conditions and therefore dangerous but a simple waste product also usable in other circumstances.
Maybe the mission ones aint sterile![]()
What about "should be" made you think it is? I said it should NOT be in waste. I never said it is not. The fact it causes outbreak with a text "sterile" in its description is simply moronic.
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Station production crashes down. Mission-wise it is useful.
We talk about fertilizer... biowaste... human feces. If those were sterilized, it can hardly cause an outbreak.
Why should it ever be amongst foods? I don't know many people who eat poop, even though some are rumored![]()
The area wouldn't matter if it wasn't blatantly obvious FD uses the ingame item groups to easily apply effects to missions, just checking back against this premade information.
Chemicals? Boom
Machinery? Boom
Technology? Boom
Drugs? Bust
Food? Anti-Famine (even Tea!)
Medicine? Anti-Outbreak
Waste? Outbreak (even fertilizer)
Weapons? Civil Unrest (if open market) / Anti-Unrest (if security delivery)
So if you would put anything into food, even "hot air" they could live pretty well from you just delivering hot air...
We talk about fertilizer... biowaste... human feces. If those were sterilized, it can hardly cause an outbreak.
It's sad to say but I'm becoming slowly disillusioned with the BGS, and more slowly but still frustrated with the game and FD's constant 'change' of the rules and dynamics.
To say that this is a fundamental part of the game is a small understatement, and yet they seem to treat it with contempt. The recent highlighted issues are frankly preposterous considering they went through what I can only see as a charade now, of putting PMF's into the game. And yet, here we are with a BGS that can only be viewed as being a throwback of the code from pre 1.6 where reasonable chaos ensued. I'm only surprised that the tick is regular still.
Who tested the BGS on this upgrade to 2.2? No one is the only answer.
I don't blame them in a way for not wanting a dedicated subgroup to the BGS, it would become their albatross. Firstly they would have to acknowledge they screwed up, again, and it is not good form to have to do that each time you bring out an upgrade is it.
I just hope this thread doesn't go the same way and turn into a constant bun fight between opinions. Be aware folks, its becoming that.
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It is virtually impossible to test BGS elements during Beta. No time, and too many changes anyway, and the reality is that the subset of players that actively play the BGS is tiny. Moreover, they always seem nervous to have the BGS too much in the foreground, which probably means if it doesn't lead to too many problems, they'd rather see it play itself out
These are the BGS relevant (maybe) changes in the 2.2 patch notes:Bgs changes did not even get a mention in the patch notes.
How can we beta test changes when we don't know what those changes are?
Passengers
- Aid Worker
- Business
- Criminal
- Explorer
- Medical
- Minor Celebrity
- Political Prisoner
- Politician
- POW
- Prisoner
- Protester
- Refugee
- Scientist
- Security
- Soldier
- Terrorist
- Tourist
- Head of State
- Abandoning a long distance expedition should now impact faction reputation
- Balance pass on passenger mission reputation, influence, and state changes
General
- Added a factor contact for universal fines, bonds and bounties handling - found in low security systems
- Various station contacts now have faces and names
- Mission cargo can be sold on the black market
- Starport UI: displaying station economy instead of system economy in main screen and commodities market UI
Missions
- Added option to sell mission specific cargo on the black market
- Seeking Goods scenarios now issue missions
- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
- Salvage and Collect missions have got a new destination faction state effect now
- Courier missions now also affect the target faction
- Updated smuggle and delivery mission templates with new state effects that affect the destination faction's state, as well as the mission giver's state
- All missions now give a positive state effect with the mission giver for completion, that is relative to the cargo/mission target
- Target faction for missions now shown on the mission board when you accept the mission
Galactic Simulation
- Fixed some economic states ending too early for factions
- Fixed the faction retreat state so that it only tries to cancel pending conflicts in the system it's retreating from, not all conflicts everywhere
- Stopped factions expanding into starsystems that can't be travelled to or are immune to conflicts
- Fixed some market & shipyard price overrides not correctly ignoring expired modifiers
These are the BGS relevant (maybe) changes in the 2.2 patch notes:
- Assassination, Massacre, Piracy, Rescue missions updated to have target faction state effects
It doesn't mention that it also applies "negative" influence now. It also didn't mention that negative influence has no cap. Combined with -inf passengers and a new height in BM abuse, this is a BGS disaster.
I was talking about the unannounced changes such as the factionwide state effects (2.1) and the reversion to leeching inf from all factions during conflict.
The problem is "no cap", if it turns out to be true. Strategically speaking, there should be methods to negatively affect factions.