A Guide to Minor Factions and the Background Sim

Deleted member 115407

D
Can someone please give me a very quick summary of how the following states?

LOCKDOWN
- How do you induce this state?
- How do you break this pending state?
- How do you break this active state?

CIVIL UNREST
- How do you induce this state?
- How do you break this pending state?
- How do you break this active state?
 
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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.

Ahh, yes expansion too with the 15% loss. +1

Dav explained how factions influence levels are altered by the changing influence levels of the others in the recent livestream - this is the 100% total mentioned above.
 
Ahh, yes expansion too with the 15% loss. +1

Dav explained how factions influence levels are altered by the changing influence levels of the others in the recent livestream - this is the 100% total mentioned above.

Is that still true? I just had an expansion with no loss. Unless I worked so hard that I countered it...
 
Can someone please give me a very quick summary of how the following states?

LOCKDOWN
- How do you induce this state?
- How do you break this bending state?
- How do you break this active state?

CIVIL UNREST
- How do you induce this state?
- How do you break this bending state?
- How do you break this active state?

- i have not seen a pending state being broken/gettig rid by something else than a state with a higher priority going active: in all your cases: any conflict state going active

the table from the BGS livestream before the last one says

cwqqik4.png

- Civil Unrest: Legal and Illegal Weapons Trade, Crime and Murder induce it, Bonds and Bounties reduce it - and end it.

- Lockdown: Crime and Murder induce it, Bounties reduce it - and end it. This is also backed by specific dev comments. If in lockdown, go bounty hunting.

- I can confirm that Legal or Illegal Weapons Trade lead to Civil Unrest in Situations which otherwise lead to Lockdown ("System Security Shooting") - we have used it several times in case of an attack on one of the systems of a player group i work with.
 

Deleted member 115407

D
- i have not seen a pending state being broken/gettig rid by something else than a state with a higher priority going active: in all your cases: any conflict state going active

the table from the BGS livestream before the last one says


- Civil Unrest: Legal and Illegal Weapons Trade, Crime and Murder induce it, Bonds and Bounties reduce it - and end it.

- Lockdown: Crime and Murder induce it, Bounties reduce it - and end it. This is also backed by specific dev comments. If in lockdown, go bounty hunting.

- I can confirm that Legal or Illegal Weapons Trade lead to Civil Unrest in Situations which otherwise lead to Lockdown ("System Security Shooting") - we have used it several times in case of an attack on one of the systems of a player group i work with.

Thanks, goemon. Appreciate the help! Unfortunately, I'm temporarily out of rep for you.

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- i have not seen a pending state being broken/gettig rid by something else than a state with a higher priority going active: in all your cases: any conflict state going active

So do we have any indication of state priority?
Is it a static thing, such as BOOM always beats BUST?
Or is it fluid, i.e. I performed more BOOM actions than BUST actions, so BOOM wins the day?
Or is it a combination of both, with some states having weighted priorities, but the overall queue being malleable through player action?

Any ideas?
 
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Thanks, goemon. Appreciate the help! Unfortunately, I'm temporarily out of rep for you.

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So do we have any indication of state priority?
Is it a static thing, such as BOOM always beats BUST?
Or is it fluid, i.e. I performed more BOOM actions than BUST actions, so BOOM wins the day?
Or is it a combination of both, with some states having weighted priorities, but the overall queue being malleable through player action?

Any ideas?

see what i have found:

"Once the pool is large enough it will queue the state with a countdown after which the event will trigger, assuming it has the largest pool."

https://forums.frontier.co.uk/showthread.php/221826-Dev-Update-(07-01-2016)
 

raeat

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

There is a reason why I am not buying it: because the alternative is far, far worse.
Very precise information would need to be known by players opposing me.
(1) That a capital class ship would show up, and
(2) Precisely when it would show up.
 
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Is that still true? I just had an expansion with no loss. Unless I worked so hard that I countered it...

I guess it's your efforts that cancelled the loss. This is easy enough in smallish systems. But recently I managed an expansion in a 3.6 billion pop system. The daily drop was nearly impossible to stop, at best I managed to slow it down a little.

On Lockdown. Massacre missions often state they are decreasing lockdown in the source faction and increasing it in the target faction. I haven't tested it, but I have noticed that factions that are losing wars often seem end up in lockdown.
 

Deleted member 115407

D
A footnote to Lockdown.
I have witnessed a 1 day lockdown twice, Both times followed by retreat. I have also engineered a retreat to break a lockdown.

Meaning you sacrificed a less valuable asset to protect another? A tactic I have considered.

Did you then break the retreat by increasing influence int he system?
 
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Meaning you sacrificed a less valuable asset to protect another? A tactic I have considered.

Did you then break the retreat by increasing influence int he system?

You can easily stop a retreat. I've been trying to boot a faction out of one of my systems for a few months. Every time I start a retreat, someone boosts them out of it. Not too surprising as they seem to offer some pretty good missions when they are in retreat.
 

Deleted member 115407

D
You can easily stop a retreat. I've been trying to boot a faction out of one of my systems for a few months. Every time I start a retreat, someone boosts them out of it. Not too surprising as they seem to offer some pretty good missions when they are in retreat.

I've experienced the same in an old system. One faction just kept retreating and retreating and retreating, only to come out of it each time with 3-4%.
 

raeat

Banned
What the holy hell is going on? Now the 20%Pt shift has been erased, and a much more modest change has been substituted for it with this tick.

And now the right side (status) influence display and the system map numbers are radically, RADICALLY different.

The system news information agrees with the system map, but the status menu is still radically different.
However, the station and system flipped, so I am a happy camper right now.

It would be nice to see all the readouts on at least approximately the same page though.
 
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Meaning you sacrificed a less valuable asset to protect another? A tactic I have considered.

Did you then break the retreat by increasing influence int he system?
Yes, The day the retreat went active, I had got us back to 5%. I left it there, But on the last day, Someone managed to kick it back down and out we went. Ironically we had an expansion ready to go pending and we bounced straight back in with 15.5%. Why 15.5% i dunno.
 
You can easily stop a retreat. I've been trying to boot a faction out of one of my systems for a few months. Every time I start a retreat, someone boosts them out of it. Not too surprising as they seem to offer some pretty good missions when they are in retreat.

I've experienced the same in an old system. One faction just kept retreating and retreating and retreating, only to come out of it each time with 3-4%.

It's hard to reduce a low inf faction and easy to reduce a high one, Conversely easy to increase a low inf faction and hard to increase a high inf faction.
Diminishing returns, Fd seem to love doing that.[yesnod]
 

Jane Turner

Volunteer Moderator
It's hard to reduce a low inf faction and easy to reduce a high one, Conversely easy to increase a low inf faction and hard to increase a high inf faction.
Diminishing returns, Fd seem to love doing that.[yesnod]

We reckon its just about impossible to force a retreat against someone who really doesn't want to go, unless you have immaculate timing
 
What the holy hell is going on? Now the 20%Pt shift has been erased, and a much more modest change has been substituted for it with this tick.

And now the right side (status) influence display and the system map numbers are radically, RADICALLY different.

The system news information agrees with the system map, but the status menu is still radically different.
However, the station and system flipped, so I am a happy camper right now.

It would be nice to see all the readouts on at least approximately the same page though.
When did you take your readings? If it was between 18:50 and 19:20 IGT you may have been between tick update phases when discrepancies and changes can make things look uncertain.

Michael Brooks said here: https://forums.frontier.co.uk/showthread.php/221826-Dev-Update-(07-01-2016)?p=3382858&viewfull=1#post3382858:

There is NPC trading in the simulation, but that's done as aggregate, rather than modelling individual ships.

Only players can change influence and state.

But that was long ago and . . . well . . . you know . . .
 
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raeat

Banned
Ah, so this might be a lander fuel moment perhaps, where one of the three faction status readings was not properly updated. Nearly drove me to distraction though. I've spent quite some time on this system.

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This is interesting though. The little note about fixing the freight trade issue for the BGS didn't even make this thread? Isn't anyone salty about it at all? :D
 
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