Been gone for a while - question

Did they change the way influence during a conflict works? Been monitoring factions in my home systems, notice two faction in a war - and no change in influence for either in two days? Do they remain locked this way now till the conflict is over?
 
Yes. Conflict now locks influence in place for the two factions for the duration of the conflict. To find out which faction is actually winning, you need to be in-system and check the Status panel (or be a member of a Squadron aligned with that faction, or check the news feeds in other star systems where either of the conflicting factions is present).

It has put an end to the old BGS mechanism of "winning a war without firing a shot". Now, if you want to win a war, you (or your friends) have to blow stuff up.
 
Yes. Conflict now locks influence in place for the two factions for the duration of the conflict. To find out which faction is actually winning, you need to be in-system and check the Status panel (or be a member of a Squadron aligned with that faction, or check the news feeds in other star systems where either of the conflicting factions is present).

It has put an end to the old BGS mechanism of "winning a war without firing a shot". Now, if you want to win a war, you (or your friends) have to blow stuff up.
And on conclusion of the conflict, the winner gains 4%, loser loses 4%. Note there's some overlap between that effect, and other factions gaining/losing influence on the conclusion tick, so it may be 4%+/- depending on the amount of effects elsewhere.

It's a best-of-six-ticks event, so each tick whoever wins that day gets a point. If at any stage the outcome of a war becomes unchangeable (i.e the one faction wins the first four ticks), the conflict ends early.
 
yeah, dominate for 4 consecutive ticks and the war/elections end. after 3 days you're on total victory and one more daily win will end the the conflict in your favour, but if you lose the first day then win the next 4 you will win as soon as the conflict hits total victory.
 
What happens after the 6th day if one faction has only won 1 battle. Will that faction win 1-0 ?

Also, how does one increase the economy arrow? When delivering goods for the warring faction, I see no indication that any positive effect occurred
yet I see factions at war gaining in econ...

I believe that helping the faction at war by delivering war supplies drops econ due to having to pay for war but does delivering
general goods help even when on receipt of delivering the general goods nothing positive is indicated
 
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What happens after the 6th day if one faction has only won 1 battle. Will that faction win 1-0 ?
Yup
Also, how does one increase the economy arrow? When delivering goods for the warring faction, I see no indication that any positive effect occurred
yet I see factions at war gaining in econ...

You'll have to clarify what you mean by delivering goods. You can mean one of the following:
  • Conducting source/delivery missions for that faction; or
  • Trading goods on the commodity market

If you mean the first one, the effect depends on the type of goods being run. If you are delivering weapons and similar, that will help Security, not Economy. If you're running other materials, depending on the material, the effect may be economic, though I'm unsure off the top of my head of a war-flavoured delivery mission for, say, palladium. It may or may not still be Security, would have to check.

Just trading on the commodity market will have effects for the owner of the market... though if that owner is at war, it's probable that there's no effects as trading does not help a faction win a war. It's worth noting, depending on the goods traded you will get different effects. For example, trading gold would increase economy, but trading weapons (legally) increases economy and security (I've verified this since the last BGS livestream).

If you do want to increase economy, run "Assassinate Deserter" missions. That's one way I know to definitely increase Economy in war.

I believe that helping the faction at war by delivering war supplies drops econ due to having to pay for war but does delivering
general goods help even when on receipt of delivering the general goods nothing positive is indicated

Refer back to the above.
 
Yup


You'll have to clarify what you mean by delivering goods. You can mean one of the following:
  • Conducting source/delivery missions for that faction; or
  • Trading goods on the commodity market
If you mean the first one, the effect depends on the type of goods being run. If you are delivering weapons and similar, that will help Security, not Economy. If you're running other materials, depending on the material, the effect may be economic, though I'm unsure off the top of my head of a war-flavoured delivery mission for, say, palladium. It may or may not still be Security, would have to check.

Just trading on the commodity market will have effects for the owner of the market... though if that owner is at war, it's probable that there's no effects as trading does not help a faction win a war. It's worth noting, depending on the goods traded you will get different effects. For example, trading gold would increase economy, but trading weapons (legally) increases economy and security (I've verified this since the last BGS livestream).

If you do want to increase economy, run "Assassinate Deserter" missions. That's one way I know to definitely increase Economy in war



Refer back to the above.

I appreciate your reply and help.

If I read your answer correctly, any hauling mission will have an effect on either security or economy even though
when completing the mission the post delivery report shows nil when it usually always shows effect when the faction isn't at war.

You mentioned that trading/selling goods does not help a faction win a war, but, it does still have an effect on states?

I tend to focus most on states as a soloist, as I have noticed in most systems I run in, when a war hits there is usually a lot of cmdrs in opposition. So even though
the faction I might be working with gets its butt kicked influence wise and loses the war, they can still be secure and put food on the table and generally thrive with my aid in trade from what I learned from your reply.

Am I then incorrect that completing weapon oriented hauling missions drops economy?
 
I appreciate your reply and help.
NP. Before I discuss a bit further, let me dump this here from the latest BGS livestream, which is a non-exhaustive list of actions/results, but includes some of the things we're talking about.

142577


If I read your answer correctly, any hauling mission will have an effect on either security or economy even though
when completing the mission the post delivery report shows nil when it usually always shows effect when the faction isn't at war.
So, if you refer to the chart, the effect of Missions on the outcome of a war/election varies, depending on the mission. I confirmed missions do help a conflict outcome, but which missions affect which type of conflict is not well understood.

With that in mind, you won't see any influence changes in the post-mission report for missions during a conflict because influence doesn't change in conflict, rather the "influence" effect instead goes towards the conflict outcome. Why that causes it to disappear (refer to my linked thread) I have no idea... something something workaround implementation. It should still report the Economic/Security reports in the post-mission report though. I'll get a screeny to support in a sec.

You mentioned that trading/selling goods does not help a faction win a war, but, it does still have an effect on states?
So, trading should work as in the chart above... note all the trade activities support election, not wars/civil wars.

Am I then incorrect that completing weapon oriented hauling missions drops economy?
Smuggling missions would drop economy. Standard haul missions shouldn't.
 
What happens after the 6th day if one faction has only won 1 battle. Will that faction win 1-0 ?
If there is no opposition - if nobody takes the trouble to fight for the other side - it's possible to win a battle and the conflict by taking out a single Eagle, claiming the bond and waiting for the course to run out.
An interesting nugget of knowledge that has little practical application in an increasingly-crowded bubble.
 
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NP. Before I discuss a bit further, let me dump this here from the latest BGS livestream, which is a non-exhaustive list of actions/results, but includes some of the things we're talking about.

View attachment 142577


So, if you refer to the chart, the effect of Missions on the outcome of a war/election varies, depending on the mission. I confirmed missions do help a conflict outcome, but which missions affect which type of conflict is not well understood.

With that in mind, you won't see any influence changes in the post-mission report for missions during a conflict because influence doesn't change in conflict, rather the "influence" effect instead goes towards the conflict outcome. Why that causes it to disappear (refer to my linked thread) I have no idea... something something workaround implementation. It should still report the Economic/Security reports in the post-mission report though. I'll get a screeny to support in a sec.


So, trading should work as in the chart above... note all the trade activities support election, not wars/civil wars.


Smuggling missions would drop economy. Standard haul missions shouldn't.

Thank you again, this chart and your clarification has made my in game activities far more interesting to say the least
 
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