quick question: since 2.2 dropped, is it still possible to trigger a war for control of a system by raising your faction rep to 70(?)%?
Hmm. Very few dictators/emperor/absolute monarchs throughout history have been able to successfully retire - just one Roman emperor managed it, iirc. They usually died with their metaphorical boots on - where they still had metaphorical legs to put them on. Dictatorial election is still a difficult concept to swallow.You have a point. Two dictators have a disagreement. The loser "elects" to retain all his remaining limbs and concedes defeat.
There are several impediments to creating and maintaining a guide to the BGS:if somebody is willing or able to write a new, updated to 2.0-2.2. thread, and maintain it, we could all move over
alas, everytime i start trying to write down the facts, i find out, i don't know enough. beside i wouldn't/couldn't maintain it next to my moderator duties (enough time with these forums)
Writing up the BGS is always premature.Honestly, writing up 2.2 BGS right now is premature.
Because.Didn't FDev say that they wouldn't do a BGS subforum because there doesn't seem to be enough people interested? Cannon is a pleyer group, but the BGS is a part of the game. There's already a PP, engineers and CG discussion subforums, why couldn't we have a BGS discussion subforum?
Welcome to my world. If the definitive answers weren't so tentative, this thread would have closed months ago and the devs would have lost their main task: relocating goalposts.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.
Naturally. Is there another way?^^^^^^^^^In a nutshell^^^^^^^^^
So carry on regardless:S Because we will.
Should do. Only combat actions don't work in an election.Having only re-read the first page
Anyone know if Passenger Missions count positively in Elections?
I agree. Thus I would propose for FD to cap the negative effect per day at 10%. That would mean a system that is undermined AND supported 100% at the same time will get stagnation at 50%. As the max growth there would be 10%.
Any cap higher than 10% would give the balance to the griefers. But also anything below 5% would give too much power to the defender. I think the sweetpoint is somewhere in the middle of 5-10% for the negative cap.
And the lack of cap is no question Sentenza. I can give you over 20 examples of drops over 50% of a preday influence level and margins far past 30%.
Without war state... and crime.
Wait up a sec.
Negative inf caps have always been a thing, much like positive inf caps. I know this coz it's a common tactic of mine to destabilise player factions coming too close to my borders. I haven't done this since 2.2 dropped, so this sounds like something unintended/bugged.
Wait up a sec.
Negative inf caps have always been a thing, much like positive inf caps. I know this coz it's a common tactic of mine to destabilise player factions coming too close to my borders. I haven't done this since 2.2 dropped, so this sounds like something unintended/bugged.
What I think is that a cap has been put in place per player, but not overall.
Maybe. Wouldn't be the first unintentional inconsistency between positive/negative effects.
What I think is that a cap has been put in place per player, but not overall.
Wait up a sec.
Negative inf caps have always been a thing, much like positive inf caps. I know this coz it's a common tactic of mine to destabilise player factions coming too close to my borders. I haven't done this since 2.2 dropped, so this sounds like something unintended/bugged.
Maybe. Wouldn't be the first unintentional inconsistency between positive/negative effects.
What I think is that a cap has been put in place per player, but not overall.
How much per player do you think the cap could be?
I've lost 40%+ in 3 ticks in one system. 6 or 7 Gunship on the TR report each tick, which would suggest a lone shark as opposed to group. I don't think he was out to hit my faction but just unaware of his actions and its consequences.
How much per player do you think the cap could be?
I've lost 40%+ in 3 ticks in one system. 6 or 7 Gunship on the TR report each tick, which would suggest a lone shark as opposed to group. I don't think he was out to hit my faction but just unaware of his actions and its consequences.
When I tested illegal BM selling, I found that a single Python load could immediately generate a ~-2% effect, but multiple load did not generate more than that.
OTOH, I could raise a faction 10% in a day with missions.
What were the other properties of that system?