A Guide to Minor Factions and the Background Sim

I understand and agree with what you are saying but there are times...

Like your example:
My faction of choice is in Election. Okay. I go to the Passenger Mission board and look at a mission - says Medium Rep and Influence...but is it really? With a faction state of Election? Maybe it is and maybe it isn't. Why do I have to guess if I am helping, hurting, or wasting my time?

I like the fact that certain faction states demand certain things. No problem but...
If my faction is at War and I go to the Mission Board and there is a mission to haul 100t of Biowaste shouldn't the darn board say "No Rep or Influence gain" instead of stating it is beneficial for my faction when it is not. Why the mystery? Or the lie?

I like complicated, involved, and detailed, but having to, almost randomly, do stuff to try and figure something out in a system with multiple factions, faction states, alignments, a population of 5 billion, with other Cmdr's in the mix, is most annoying IMHO.
You sir, are a steely-eyed missile man.

The thread about the bounty change got Frontier's attention. Perhaps you should start another for this so we can lobby the idea.
 
OK, so - our experience is: we continue to bleed % to Fed factions at an alarming rate. There are caveats - we are at war for starters, there is traffic. However, compared to our pre-ptach experience, the losses are crazy. The Fed (and Imp) factions in our systems coalesce together below us where we are in control, all the time eating chunks from everyone else in the system. Where we are not in control, the aligned factions are beginning to squeeze out everything unaligned.

One of our systems has lost 25% since the patch, despite there being very little traffic. It doesn't even have a RES.
 
Let me say this, if you have such many bounty hunters as we do

Its VERY HARD to get even a positive influence for next day, otherwise we drop always!!

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Yeah sorry Fry, we are the same and have given up on our system with a popular RES ( about 240 per day )
Have you another system that you can work? As my group are now working one of our small backwater systems with good success. ( no RES )
Anything else is soul destroying...
 
Yeah sorry Fry, we are the same and have given up on our system with a popular RES ( about 240 per day )
Have you another system that you can work? As my group are now working one of our small backwater systems with good success. ( no RES )
Anything else is soul destroying...

One of the greatest flaws with the superpower bounties is the fact they are not system specific so they can be farmed and dropped on any system. Annoying way for FDev to do anything as it is so hard to counter within system.
 
And what's with money charity missions now?

They show Large increase in reputation, as has always been and that works. And they show Small increase in influence - small, but existing. Is it true, or are we wasting money?
 
Since so many are reading the patch notes, I thought I'd repost Adam's original response to the issue (in a thread on the subject):


Emphasis added to highlight that influence change was reverted, but the redistribution of superpower bounties stands.

I don't think there's much of a secret as to why these bounties lower the controlling faction. From observation any gain for one faction is taken out of the remaining factions not equally but according to their influence - the highest will lose more. The opposite is apparently true of gains. Higher starting influence = lower % gain from any given action. So essentially the accentuated loss from the former is outweighing the diminished gain from the latter for whatever faction is highest & aligned to the relevant superpower. I have a running test going, and so far it looks like the ultimate outcome would be same-superpower-aligned faction growing closer together in influence at a constantly slowing rate - presumably it would slow to a crawl as they approach the same influence level, since both gain for the lower of the two and losses for the higher of the two will constantly be reducing.

Edit: For those not terribly math-inclined (including myself) it may be easier to visualize by separating the elements and then recombining (in the absence of other factions).

Faction 1 start: 75%
Faction 2 start: 25%

Claim turned in equalling 10% total influence change, distributed unequally according to starting influence (higher = less).

Faction 1 gain: 3.3%
Faction 2 gain: 6.7% (Made up numbers, I don't know the exact effect influence level has on diminishing action effect)

Total system change that must be accounted for: 10%
Loss, again, distributed unequally according to starting influence (higher = more)

Faction 1 loss: -6.7%
Faction 2 loss: -3.3%

Final tally:
Faction 1 [3.3 - 6.7] = -3.4% change
Faction 2: [6.7 - 3.3] = +3.4% change

Adding to this is the way "accounting" is actually done: a 10% system change actually makes it 110% total, which is then recalculated down to 100% (explained by Dav in a livestream not too long ago). I don't know quite how to fit that aspect into this little thought experiment. Mathematicians, have at 'er.

We've taken over the previously Fed democracy owned system with an Indie democracy faction. Until 2.3 we've kept a solid lead of ~50% doing bounty hunting. After the patch we bleed. Four factions (including ours, ruling) are Indie, two are Feds. There are no other players involved, the traffic is almost nonexistent.

If I read you correctly, if we do regular police work in the system it will harm our influence? Our gains will benefit more other, lower positioned faction, to the effect of us losing influence to their advantage?

If so, it's the most stupidest idea ever implemented in BGS.
 
We've taken over the previously Fed democracy owned system with an Indie democracy faction. Until 2.3 we've kept a solid lead of ~50% doing bounty hunting. After the patch we bleed. Four factions (including ours, ruling) are Indie, two are Feds. There are no other players involved, the traffic is almost nonexistent.

If I read you correctly, if we do regular police work in the system it will harm our influence? Our gains will benefit more other, lower positioned faction, to the effect of us losing influence to their advantage?

If so, it's the most stupidest idea ever implemented in BGS.

I would argue there is something else wrong.

If your group controls most of the traffic in the system and the rest is just passer-byes than there shouldn't be an issue.

Do not hand in bounties in this system for the other factions. No Fed or other faction bounties - use a local Low-Security to pass them off through Interstellar Contacts.

That, or just stop using KWS...
 
We've taken over the previously Fed democracy owned system with an Indie democracy faction. Until 2.3 we've kept a solid lead of ~50% doing bounty hunting. After the patch we bleed. Four factions (including ours, ruling) are Indie, two are Feds. There are no other players involved, the traffic is almost nonexistent.

If I read you correctly, if we do regular police work in the system it will harm our influence? Our gains will benefit more other, lower positioned faction, to the effect of us losing influence to their advantage?

If so, it's the most stupidest idea ever implemented in BGS.

I would argue there is something else wrong.

If your group controls most of the traffic in the system and the rest is just passer-byes than there shouldn't be an issue.

Do not hand in bounties in this system for the other factions. No Fed or other faction bounties - use a local Low-Security to pass them off through Interstellar Contacts.

That, or just stop using KWS...
I stopped using KWS long ago, the bounties are counterproductive and it freed up a utility slot on all my hunters. It is a credit making engine, thats all.

What Starwolf says is true. You can still easily maintain your own influence if you just hand in the bounties for your faction, and dump the Federal/Aliiance/Empire bounties in another system. I think most people here will agree the superpower distribution is not a good idea and I personally expect it'll be repealed at some point. Until then, I think it is important to keep our arguments framed in constructive language.
 
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Don Alvarez;5452971I think it is important to keep our arguments framed in constructive language.[/QUOTE said:
Normally I would agree.

But do you really think such constructive terminology will even register in the mental radar with, well...they--them...those, that tweek, fix and fine tune using sledge hammers? ;)
 
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Eh, I stopped caring what others think of how I say things. Being nice only ever got people walking over what I say anyway.

I still use KWS, but I operate by manipulating multiple systems usually, and being able to hand in a bounty for a particular faction in a certain system can help.
 
Hows the changes working for Independents so far? We are unable to tell because we will be tied up in wars for the next few months :eek:

Think we lost some influence?


qyvqkU2.png


hhv02SA.png
 

_trent_

Volunteer Moderator
Hows the changes working for Independents so far? We are unable to tell because we will be tied up in wars for the next few months :eek:

Think we lost some influence?


http://i.imgur.com/qyvqkU2.png

http://i.imgur.com/hhv02SA.png

Prior to 2.3 we were able to maintain a 45-55% level in all of our controlled systems fairly comfortably. Since 2.3 came out, we've had to work pretty hard in every system to keep ourselves above 40%. If we ignore a system for a day, we can expect to lose 5% there. It has to be said that the independent NPC factions fared worse than us. In most of our systems, a pattern has developed with us at the top, then the aligned factions, then the independents at the bottom.

Your influence losses appear to be more severe than ours, can I ask what population levels your systems have? Most of ours are 10-20M range which means that daily gains/losses rarely exceed 10%.
 
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Prior to 2.3 we were able to maintain a 45-55% level in all of our controlled systems fairly comfortably. Since 2.3 came out, we've had to work pretty hard in every system to keep ourselves above 40%. If we ignore a system for a day, we can expect to lose 5% there. It has to be said that the independent NPC factions fared worse than us. In most of our systems, a pattern has developed with us at the top, then the aligned factions, then the independents at the bottom.

Your influence losses appear to be more severe than ours, can I ask what population levels your systems have? Most of ours are 10-20M range which means that daily gains/losses rarely exceed 10%.

We are Independent with multi Empire factions. Populations from 4 million to 17 million. Patch was a HUGE moral hit for our CMDRs. We worked very hard expanding and maintaining. Thinking of working for a faction that is aligned with a super power. Just waiting to see how things pan out with the new .302 update. I am afraid reducing the bounty inf will not be enough.

Something I fear is a wing of 4 guys takes a normal bounty of 100,000 and now turns that into a bounty of 400,000. Now take that and split it to 4 factions that are Empiral. Going to be very hard to counter that.
 
Unfortunatly, it brings up the root issue of how the BGS works; It is largely transaction-based and the percentage levels average out after being altered by an absolute amount.

The result is a single transaction for a faction with low influence will bring it up more than a single transaction for one that is higher, making it more difficult to keep the lead.

The superpower bounty change at its core is flawed by being able to magically multiply work for free in systems with multiple aligned factions.

And we all know what that is doing to Independent factions, to say nothing of how it isn't even a good thing for everyone else either.

I sincerely hope FDev takes a good look at it and either reverts it back to 2.3 to boost the controlling faction of the station or removes the influence from them to help even things out.
 
I would argue there is something else wrong.

If your group controls most of the traffic in the system and the rest is just passer-byes than there shouldn't be an issue.

Do not hand in bounties in this system for the other factions. No Fed or other faction bounties - use a local Low-Security to pass them off through Interstellar Contacts.

I'd argue there is something wrong if there would be NO traffic.

we are all used to some background noise; what we are not used to is that background noise hurting our controlling factions that much ;-)

if i see 20 ships in the traffic report in some system "we" are controlling since a long time, and i can assume, probably only 5-6 of "ours", as "we" don't work the system, i can also assume that maybe 5 to 10 of them cashed in some superpower bounties which they gained on the way. maybe the same number, but probablly a lower number of "our" bounties. pre 2.3. lt would have gone to "us". now, depending on the number of superpower aligned minor factions, "we" need to counter 10-40 bounty redeems...

the same goes for working a system. "we" had around 400 bounty redeems yesterday in the system "we" plan to expand from next. I assume that 30-50% are superpower bounties, which means, as there are two superpower aligned minor factions in system, if all the other are "ours" (unlikely), "we" will still loose from bounty hunting - beside redeeming 260-200 bountiies for "our" faction.

that's just one exampel of the groups i work with; what is personally depressing for me is, that even the player groups backing superpower aligned minor factions are not winning from this change.
 
OK, so - our experience is: we continue to bleed % to Fed factions at an alarming rate. There are caveats - we are at war for starters, there is traffic. However, compared to our pre-ptach experience, the losses are crazy. The Fed (and Imp) factions in our systems coalesce together below us where we are in control, all the time eating chunks from everyone else in the system. Where we are not in control, the aligned factions are beginning to squeeze out everything unaligned.

One of our systems has lost 25% since the patch, despite there being very little traffic. It doesn't even have a RES.

War in another system alone kills it. You cant do anything.

Because the system I support expanded due to another uncontrolled event in the BGS. It now suffers from wars in another system and its deadly. The influence in the home system have dropped from 60-70% to now 15% and nothing you do changes it. And its clear its a bleeder. Other factions are at 13%, 22%, 12%, 16%, 9%(War pending) and 9%(War pending).

Until fixed I am done with the BGS. Its completely pointless.
 
So, situation so far: just the same as before. Extremely hard to get influence. Superpower factions still drawn into each other. Now pending the third conflict in a row, thankfully this time just an election.

Sorry, but this distribution mechanism just does not work. If you want to make superpower bounties more "logical", just remove the influence effect completely and leave only reputation effect for the player.
 
If you want to make superpower bounties more "logical", just remove the influence effect completely and leave only reputation effect for the player.

For sure. Bounties remove trouble makers from the general population, so in addition to bounties no longer being an avenue to politically grow, let it do what its designed to--kick over the lockdown /civil unrest bucket along with proper cmdr payouts for doing the work of "authorities" --and be done with it.

But this dev crew are ex demolitionists who have learned that using expendable trains to do such work is much more efficient. Although sledge hammers are used for small tweekings.

Fdev "We are done here."
Is the BGS disconnected from player influence? Check.

Next
 
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