A Guide to Minor Factions and the Background Sim

In far too many instances there are 0 missions available. Its a killer for where you don't have an in system asset.
After 1,5 hours of relogging with 0/0 missions and spending 3m credits to hire non-zombie-like crewman I have started to carry bounties for needed factions and tons of exploration data.

to quote vasious very good thread about it:
Federation
Rebel:
A Faction that engages in activity that quite often places them at odds with members of the Federation Law Enforcement agencies

My bad, sorry for incorrect info. Riedquat has anarchy Federation faction. I thought FD removed them along with Alliance prison colonies.
 
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to quote vasious very good thread about it:

"Anarchy

Independent
Unfettered:
This Group is known to have a distain for any laws outside its own attempts to govern its members behavior

Federation
Rebel:
A Faction that engages in activity that quite often places them at odds with members of the Federation Law Enforcement agencies

Alliance
Freemen:
A Group that refuses to recognize the legal construct as defined by the Alliance of Independent systems.
Often, but not always, these groups act as a front for some organised criminal syndicate

Empire
Rebel
An organisation that is actively engaged in activity that goes against the Imperial status quo. Members openly defy Imperial law, although not all known associates are involved in criminal activity"

https://forums.frontier.co.uk/showthread.php/132071-Help-me-find-all-the-Government-Descriptions

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@elliv only superpower bounties help the station owner, all other help the minor faction that issued them.

and --- "don't panic." (from an old book of the twentieth century)

Oh I see, so I just go to Nav Beacon, kill everyone that has WANTED status on their head that isn't from my faction. And back in station only turn in bounties that are issued from the faction im backing?
 
Oh I see, so I just go to Nav Beacon, kill everyone that has WANTED status on their head that isn't from my faction. And back in station only turn in bounties that are issued from the faction im backing?

Pretty much.

If you are having trouble finding enough wanted ships, there is a trick you can use, though it is fairly risky. If you have a bounty on your head from a nearby system, ships that scan you in a Nav beacon will often attack you and they will become wanted provided you are clean in the current system. The bounty will only be for a few hundred credits. Also you can easily end up with half the ships in the beacon trying to kill you. But it's fun. Another drawback is bountyhunters will interdict you, and they will be clean, so defending yourself will make you wanted, just run from them.
 
Oh I see, so I just go to Nav Beacon, kill everyone that has WANTED status on their head that isn't from my faction. And back in station only turn in bounties that are issued from the faction im backing?

Remember the KWS. Otherwise, you'll just get bounties from the major faction and system owner.
 

_trent_

Volunteer Moderator
Oh I see, so I just go to Nav Beacon, kill everyone that has WANTED status on their head that isn't from my faction. And back in station only turn in bounties that are issued from the faction im backing?

That's the plan. Killing the ships of the other factions will (indirectly) raise your own factions influence, and cashing in the bounties for your faction will raise your rep with them. I'm not sure if you have any RES sites in your system but if you do then they're the best places to go in my experience.

I'd still consider putting in that bug report. One of our members put in a report about our home system about two weeks ago and it does seem to have gotten better in the past few days. Not back to 2.1 levels, but still workable. :)

Best of luck with your new faction.
 
Goddamn it. >.<

MAY have just hit upon the reason I got sniped in the last Civil War.

When I first started operating in the system, I was far enough on the fringe I didn't get enough traffic so working a near 3.0 Billion population wasn't much an issue. It was pretty easy to move the needle operating on my own. Traffic reports were generally just me and the six or seven times I moved through the system doing fetch missions. The occasional player ship but I'm pretty sure that was just passing through.

Now traffic has spiked to an all time high. Today's statistics:

85 Ships total.
1 Eagle.
4 Sidewinders.
15 Asp Explorers.
13 Cobra 3.
4 Viper 3.
2 Imperial Clippers.
12 Anacondas.
2 FDS.
3 Federal Corvettes.
1 FDL.
3 Vultures.
2 Cobra 4.
6 Viper 4.
1 Asp Scout.
4 T6.
3 Pythons.
1 Hauler.
1 Diamondback Scout
1 Keelback
2 Diamondback Explorers
2 T7
1 Adder.

I've got nearly the entire ship catalog flying through here!

The display in influence values is definitely a bug.

I say this because in the wake of the latest and greatest "MAKE MILLIONS NOW!!!" Skimmer Shooters missions, a few videos have outlined the well paying nature of massacre missions in times of war. I myself have rather foolishly advocated it in other threads as well as where I was operating.

So even with the double digits counting as repeat visitors to my system, it has spiked considerably during times of Civil War.

I'm not exactly counting out a one off snipe given how heavily I got hit when the faction values normalized. I've been tracking the crime rate as well and right now with the height of the Civil War going on, Crime has shot through the roof with the latest in bounties being issued at +500K. This is players becoming wanted since there is a separate report known as the BH report which goes off when players turn in bounties to get paid. As of right now that's sitting at 200K. The last war had the Crime report of nearly 900K in bounties being issued.

So maybe I was the target of a malicious snipe last time around, maybe it wasn't intentional. Rather it was a bunch of desperate lookie loos trying to lock my system in a Civil War for longer then three days and without proper communication, ended it too early. They're desperate for cash because they have large ships they're scared of taking out without several dozen rebuy and a way to replace the rebuy as soon as one happens.

Ether way it's not a good time to be playing the BGS with the intent of advancing an agenda for a faction. I've got a few ideas on how to get around it but I'll be damned if the latest in fast cash is impacting my ability to direct the BGS how I want as a solo/small group. I've also got two groups in outbreak I'd like to deal with but that got shot out the window when people came running in for the gold rush.

To reiterate: Though I had a safe system on the far frontier and traffic supported that notion until lately with the desperate ex-sothis runners looking for easy cash and latched onto my system while in the middle of advancing my agenda and trying (unsuccessfully) to keep the cash cow going.

Given these numbers I should have seen at least half a dozen pilots in Open so I could correct/counter them to advance my agenda but I've been playing all odd hours of the day and not a soul which lends to the credence that these are Ex-Sothis runners who are trying to avoid being corrected/countered and doing a poor job of keeping the war going. Last war my Faction wasn't handing out many missions but my determination to keep the influence flowing and getting out there to blow up the opposing faction allowed me a lead and they panicked to start shooting system authority ships to try and equalize the influence.

Anyway just my speculation as to figuring out how to fix the mistake that cost me the system. Thoughts?

Because this traffic spike just turn my system into my own personal Leesti.
 
...
Anyway just my speculation as to figuring out how to fix the mistake that cost me the system. Thoughts?

Because this traffic spike just turn my system into my own personal Leesti.

Massacre missions (the ones that are kill x of faction y in a CZ) don't generate bounties, if the massacre is conducted in the CZ. (Of course, outside of the CZ they would).

Also, the difference between crime and BH report is not _that_ high. Next time, you may want to try to make up the difference, as well, with some bounty hunting for your faction.

Curious: does your faction own any settlements?
 
trigger another war and up your factions influence beyound the winning margin before it goes active?

Was a thought but Civil Wars MUST last 3 days so once it goes, it's going to be three days well before the victor is called. I've seen reports of factions being up 20% and the war continues because there's a minimum amount of time a Civil War has to run. Considering how easily I got tanked in one night, that strat isn't going to work.

The war kicked off yesterday and we're in day two. Following the end of the last war I was seeing traffic in the 30 to 40's. It's actually held around that high and as of today which is Day Two of the latest civil war, that number doubled overnight.

Both factions actually trended downward with two of the lower factions actually picking up the extra free influence this tick. This doesn't look like a deliberate snipe to knock me out of power. This looks like a bunch of randos trying to keep the war going and hurting both sides to keep it that way. I've been able to knock up the influence in my favor a few notches but I've been splitting my time with Elite and spending it with friends outside the game lately.

I've got a few other tricks up my sleeve to try.

Massacre missions (the ones that are kill x of faction y in a CZ) don't generate bounties, if the massacre is conducted in the CZ. (Of course, outside of the CZ they would).

Also, the difference between crime and BH report is not _that_ high. Next time, you may want to try to make up the difference, as well, with some bounty hunting for your faction.

Curious: does your faction own any settlements?

I know the connection between the Civil War and Crime doesn't look clear but it's there.

In order for the two sides to remain in Civil War, influence needs to be equalized the entire way. Only combat will affect influence.

One of two ways is through the destruction of ships.

Last time I had control of one of the two stations in my system and was aiming for control of the second with the second Civil War.

So there were two sets of System Authority ships. One set around my station and one set around the opposing faction's station.

An easily farmable source of clean ships to target and destroy to negatively impact one side if it gets too high to try and equalize the factions and keep the Civil War going.

And yes, I agree that bounties wouldn't be issued inside a CZ. However due to the mentality that is stacking missions, you WILL get interdicted by Naval Forces outside the CZ and these targets are clean. Yet they are still mission targets and engaging them will get you credit but also summon the police.

The inclusion of the Bounty Report is irrelevent. I mainly included it to clear up confusion between the Crime Report of Bounties Issued and the Bounty Report of Vouchers cashed in.

My system is an agricultural system and has no RES sites to BH farm. You can only BH at the Nav Point or through interdictions. They certainly count which explains the upward trend I've been seeing during a Civil War. Both Crime and BH reports dropped dramatically when there was no Civil War on. Yet day 2 and they're starting to pick up again.

We did but lost it when the late arrivals to the party panicked at my lead and sniped me causing me to fall behind and due to the bug I couldn't tell how far I had fallen behind and didn't hit the CZ's hard enough to counter the panic. We lost the war and through a glitch in the BGS, had a delayed loss of our station.

Didn't even generate the local news of the end of the war.
 
Regarding System's population, is it a constant numbers that stays that way forever? Or does it get affected by the something else. For example selling lots of foods or consumer goods?
 
Regarding System's population, is it a constant numbers that stays that way forever? Or does it get affected by the something else. For example selling lots of foods or consumer goods?

Currently the population doesn't change with the BGS. It doesn't matter if a system is in outbreak, famine, war, whatever.
 
Currently the population doesn't change with the BGS. It doesn't matter if a system is in outbreak, famine, war, whatever.

Wow, I'd never thought about that. That should DEFINITELY be looked at when the BGS is revamped... as I pray it will be. It makes sense that a system at War will have casualties on both sides. A system in Famine would lose population. A system in Boom should gain population. A system in Expansion should gain population.

It would be really cool to be able to devastate a Faction with a War, not only by winning the war, but reducing their population. Similarly, it would give Boom states something useful to contribute to the BGS other than trade bonuses.
 
Regarding System's population, is it a constant numbers that stays that way forever? Or does it get affected by the something else. For example selling lots of foods or consumer goods?

With the 2.2 update some numbers changed. But its the first time it happened. And it seems to be something that requires a major update if so.
 
Wow, I'd never thought about that. That should DEFINITELY be looked at when the BGS is revamped... as I pray it will be. It makes sense that a system at War will have casualties on both sides. A system in Famine would lose population. A system in Boom should gain population. A system in Expansion should gain population.

It would be really cool to be able to devastate a Faction with a War, not only by winning the war, but reducing their population. Similarly, it would give Boom states something useful to contribute to the BGS other than trade bonuses.

Some of my systems have a population as low as 6k, if war actually reduced the population by one for every kill then I would be known galaxy-wide as a mass murdering genocidal maniac who had wiped out entire systems in days.

Mechanics allowing us to affect population & economy, terraform planets and build stations would be great but they need to be designed very carefully.
 
Regarding System's population, is it a constant numbers that stays that way forever? Or does it get affected by the something else. For example selling lots of foods or consumer goods?

its long wanted by the community for mechanisms based on player actin that affect them, but we continue to wait for that feature

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With the 2.2 update some numbers changed. But its the first time it happened. And it seems to be something that requires a major update if so.


Yeah, i think they are scared because it would affect powerplay , but no one does powerplay anymore so its a moot point, Fdev are just scared of it

- - - Updated - - -

Some of my systems have a population as low as 6k, if war actually reduced the population by one for every kill then I would be known galaxy-wide as a mass murdering genocidal maniac who had wiped out entire systems in days.

Mechanics allowing us to affect population & economy, terraform planets and build stations would be great but they need to be designed very carefully.

pretty much, how much stomach does david braben have to drasticqally improve the game though ?
 
Also how often does the factions influence updated? I've read this guide here http://elitediplomats.com/?q=content/working-background-simulation-guide-turlorn and it says 11:30, is it AM or PM or both?

I checked my right UI menu it says 8 influence, on the Galmap it says 8.8 influence. On the station interface below the GALNET link it says 9. Which one is the latest one? :O

And lastly!
How significant 1 active person can do in affecting BGS that have 15000 Total population? I've also observed that no one else in this system playing around with BGS, is it significantly easier than system with billions of pop?
 
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I've notice the tick happen once a day at 11:00AM EST. Though this can vary somewhat with glitches and bugs.

The station one is generally the most accurate but everything is accurate to the nearest whole number. The righthand UI is usually the most accessible and it's what I use but you can't really go wrong with any one of them. All of them update at the same time.

Generally station population doesn't have much of an impact on how much you can influence a system. Most people say small populations in the thousands is easier for single people to affect while large populations require much more effort.

My home system is 3 Billion and I've done pretty well to influence it... at least until this point.

The true limiting factor in affecting change with the minor factions is how many other players are active in the system. When I was alone I had little trouble getting the system to do what I wanted. Now I'm competing against 40-80 players all working in my system. As there is no communication with anyone outside my instance and many player choose to play in solo or in private groups where I can't see them, but they can still affect the BGS, we may end up working at cross purposes and that will dramatically increase the difficulty of affecting change where you want it.
 

_trent_

Volunteer Moderator
Also how often does the factions influence updated? I've read this guide here http://elitediplomats.com/?q=content/working-background-simulation-guide-turlorn and it says 11:30, is it AM or PM or both?

I checked my right UI menu it says 8 influence, on the Galmap it says 8.8 influence. On the station interface below the GALNET link it says 9. Which one is the latest one? :O

And lastly!
How significant 1 active person can do in affecting BGS that have 15000 Total population? I've also observed that no one else in this system playing around with BGS, is it significantly easier than system with billions of pop?

The BGS only updates once per day. Usually around 17:30-18:00 UTC at the moment.

The system map is the place to look for the most accurate figures.

One person can be very effective in a low population system with very little traffic. If there is a lot of traffic in the system, the likelihood is that the random actions of the other players will negate most of the actions of the one trying to manipulate the BGS. Most systems have daily traffic reports so you should be able to see how many players enter and leave the system. Only player ships are counted in the Traffic reports and only player actions move the BGS so you can get a better idea of how effective you'll be on your own from that.
 
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