A Guide to Minor Factions and the Background Sim

Assuming I want to help a minor faction out by doing missions, is the only way to get more to switch between Open and Solo and checking the mission board? Sometimes the specific faction has no missions AT ALL on offer.
 
Assuming I want to help a minor faction out by doing missions, is the only way to get more to switch between Open and Solo and checking the mission board? Sometimes the specific faction has no missions AT ALL on offer.


Yes this is a recurring problem for many factions - not adequately explained by FD. Have you checked all dockable assets in the system? If your faction already holds a dockable there are alternative means of helping- trade explo data and Bounties. If no asset and if your faction is present in another system, you can import bounties earned there.
 
Assuming I want to help a minor faction out by doing missions, is the only way to get more to switch between Open and Solo and checking the mission board? Sometimes the specific faction has no missions AT ALL on offer.

also - at least that's what i heard - switching modes can kill the mission server in specific instances. so, if you are repatedly instanced to the same mission servers in solo, open and groups as other mode switchers, you might end up with less missions than without switching.

basically if i work a system, i use sandbox activities, because those are more relieable than missions, and take the missions on top. which activities depends on the circumstances in system.
 
also - at least that's what i heard - switching modes can kill the mission server in specific instances. so, if you are repatedly instanced to the same mission servers in solo, open and groups as other mode switchers, you might end up with less missions than without switching.

basically if i work a system, i use sandbox activities, because those are more relieable than missions, and take the missions on top. which activities depends on the circumstances in system.

This is a very specific occurrence, as you said. Usually, it's the other way around - you have to mode switch if you want to do anything. For example, in my last two wars, massacre missions could only be found in private group mode - never ever one in open or solo.
 

Jane Turner

Volunteer Moderator
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.


This a million times
 
Not sure if this is new or not but a system I have been monitoring where our fraction is due to expand from has very recently had another non player fraction added to make 8. So maybe the 7 fraction rule has been changed. This wasn't an existing system with more than 7 fractions. Just thought I'd let you know
 

Deleted member 115407

D
Market prices do vary between in-system markets based on the controlling factions and states. Just in case it hasn't been mentioned.
 
Massacre missions
Are they only given by specific economy types, Or by any faction when in war/civil war?

- generally speaking i can confirm that any type of faction in war/civil war can give them out

- but it is erratic. sometimes they do, sometimes they don't - my impression is, other mission types generated can overwrite them - so, if the faction has less influence, and/or other factions are in any state, you'll have a hard time finding them

- i think, economy type and goverment type are playing into mission generation - and generating for exampel much more trade missions by default, which leads to massacre missions not being on the board

- i have the ipression, that more massacre missions are generated after the minimum duration of war

- i can also confirm, that it looks as if military economies always have them, when factions are at war in system

___

new working theory, or a strong hint for above assumptions: i just flew to a surface port without commodities market ... and it had a lot of massacre missions... so, probably trade missions are simply overwriting massacre missions?
 
Oddly we have found massacre missions more prevalent in the systems that the faction is present in, that is not the one at war. But they are still scarce.

As an aside @goemon - I presume your faction is at 0% as promised today? Or not :)
 

raeat

Banned
Does anyone know anything about the behaviour of capital class ships? I've had some plopped on me in a few systems now, and I am outside the bubble.
In one system much of the advantage I had painstakingly worked for up in smoke because of capital class ships. 20 point influence shift. This is the way you lose players.
 
Does anyone know anything about the behaviour of capital class ships? I've had some plopped on me in a few systems now, and I am outside the bubble.
In one system much of the advantage I had painstakingly worked for up in smoke because of capital class ships. 20 point influence shift. This is the way you lose players.

when you say behaviour, do you mean when and why do they appear? If so, I cannot help you other than to say I have only ever experienced them in Intense CZs, never low CZs. Moreover, once in for the tick, a Cap will appear in the same CZ for the duration of that tick period (it may or may not appear the next tick, in the same or another high intensity CZ).

If you mean, how can I beat them? Again, in my experience: jump into the CZ and do not pick a side. Fly quickly at the rear of the Cap ship and 'get inside it'. Wingmates should gather close to the sides of the Cap and prepare to attack its fighters. Pick sides. The person inside must blow the heat relays from inside. Wingmates take out the fighters, then attack the relays located on the outside.

Once all the relays are blown, the Cap will typically jump. Expunging a Cap will gain you a significant % swing in my experience - typically 8% or more.
 
Does anyone know anything about the behaviour of capital class ships? I've had some plopped on me in a few systems now, and I am outside the bubble.
In one system much of the advantage I had painstakingly worked for up in smoke because of capital class ships. 20 point influence shift. This is the way you lose players.

as NPC action don't change influence, that shift is not down to the capital ships per se, but to players choosing the side with capital ships.
 

raeat

Banned
as NPC action don't change influence, that shift is not down to the capital ships per se, but to players choosing the side with capital ships.

Zero other player activity up to that point. I'm not buying the "NPC actions don't change influence" thing.
 
Zero other player activity up to that point. I'm not buying the "NPC actions don't change influence" thing.

Not once in over 2 years of posts on this forum, livestream talks or bug report threads has there ever been a mention by the Devs of NPC actions effecting influence. The closest that there is any evidence of is the famine bucket that fills up automatically. But that is a Background sim mechanism and not NPC action.

Extraordinary propositions require extraordinary proof. If you have some evidence I for one would be very eager to see it!

I presume you mean the gaining of bounties by NPCs by shooting or destroying a player for instance? It would be simple enough test in a zero traffic small pop system with no state. Go jump in a sidewinder and get yourself murdered over and over again (20 times should be plenty to show up - more would be better) by NPCs. I suspect it would be a waste of an evening's gaming but I suppose anything is possible.

Edit - just in relation to CZs, I believe it has been confirmed and reconfirmed that it is the handing in of combat bonds rather than killing of ships that is influence effective.
 
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Zero other player activity up to that point. I'm not buying the "NPC actions don't change influence" thing.

The only instance where influence is affected without player intervention that I am aware of is that during an Expansion the faction will loose influence during it. Other than that the total influence must remain 100, so any work for other factions in the system automatically balances out in an attempt to reach that equilibrium. That could cause an unintended influence change as you work.

Capital Ships appear more or less at random with factions that could spawn them - well, they should. I have seen times where independent factions flying one, so its kind of buggy lately.
 
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