A Guide to Minor Factions and the Background Sim

I have been largely going on what was said here based on testing. Haven't tested this mechanic myself recently and was always unsure - too busy with operations! Kind of a moot point with 2.3 as massacre missions will be limited to 3 at a time, reducing the level of mindless grinding - or at least stretching it out.

I hope we are reducing the level of useless BGS-trashing wars :)
 
Are the caps based on the system, or on each player contributing?
From what I understand, the influence swing for each system in a conflict state has a cap on the movements for each faction involved in the conflict based on conflict actions that relates to population or powerplay CC value, and it's a hard cap in that there's a maximum swing per tick.
 
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From what I understand, the influence swing for each system in a conflict state has a cap on the movements for each faction involved in the conflict based on conflict actions that relates to population or powerplay CC value, and it's a hard cap in that there's a maximum swing per tick.

We are in a system with 10 billion people and the most I've seen is a 2.5-3% swing in one tick
 
The text is not clear on this - it can either mean "effect will be distributed only to all aligned minor factions" or "effect will be distributed to controlling factions and all aligned minor factions".

The latter would make more sense because systems can and do have no aligned factions for a specific power at all.

you can't cash in superpower bounties where no faction alligned to that superpower is present, though (beside interstellar factor contacts)

We are in a system with 10 billion people and the most I've seen is a 2.5-3% swing in one tick

sounds about right. but:

to get this correct, you'd have to think in +inf/positive influence for a faction, and +inf/influence gains via distributed influence losses of other factions.

which means: my own experience is you can get a maximum +influence by actions for a faction (missions for exampel) of 15% in a 60k population system. but you cn gain much more, if you combine that with hurting other factions in the system.

let's assume we have faction A, B, C. A: 40%, B:35%, C:25 % in such a system:

A gains 15% by missions running A = 55%, B=26 %, C=19%
B looses 15% by black market trade. B=11%, A=66 %, C=23%
C looses 15% by ship kills. C=8%, A=76%, B=16%

so, while the cap is around 15%, A would gain 36% over night (and that assumes, that the same cap is on negative as on positive influence swings, which isn't the case imho).
 
From what I understand, the influence swing for each system in a conflict state has a cap on the movements for each faction involved in the conflict based on conflict actions that relates to population or powerplay CC value, and it's a hard cap in that there's a maximum swing per tick.

Having experience of heavily trafficked systems (1000 per day) with wild swings of influence both during conflict and peacetime I would have to disagree in relation to a hard cap. Traffic in the thousands with the associated activity can cause dramatic swings. CG related systems often suffer from it, as do massacre/skimmer grinding systems. This is most readily apparent when a faction state activates that negates a particular activity (e.g. Election negating BH effects). If you're afflicted with traffic, pray its working for you!

There is a practical limit to how much a single cmdr/small group can do in the space of a tick, so in operational terms the above distinction is largely meaningless!

It is the case that the larger the population the harder it is to shift and requires significant ongoing effort to reach a particular goal.

edit: I would have to double check our records but if I recall correctly I saw a drop of at least 25%.

Edit 2: Goeman's post above may also account for such changes as an alternative theory.
 
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Looks like a tick came with the patch. Some strange results. Often happens with major patches.

Waiting to see if it ticks again today though
 
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Looks like a tick came with the patch. Some strange results. Often happens with major patches.

Waiting to see if it ticks again today though

You can say that. Just had a +18% swing in a war, and without massacre missions - that were all for the other side...
 
Wish this wasn't a tense cycle for me. I got 3 wars, a retreat and a tracking expansion progress I was working on over the last week.

Sigh... I imagine I will come into a mess...
 
wow, seems influence was magnified with patch. We killed some ships in a system to drop their influence a bit and that faction is now in full retreat lol. Ran missions in other systems and our influnce went from 55% to 80%
 
wow, seems influence was magnified with patch. We killed some ships in a system to drop their influence a bit and that faction is now in full retreat lol. Ran missions in other systems and our influnce went from 55% to 80%

Influence of kills was supposed to be reduced...
 
The faction name shown on the button is the faction that benefits when I cash those specific bounties?
Exactly.

Just be aware that one thing has changed significantly. As goemon pointed out from the 2.3 change notes, now if you cash in superpower (alliance, fed, imp) bounties, the bounties are distributed among the factions allied to this power. This could benefit you if your faction is a different superpower.
 
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