Please message me here rather than emailing. It's just more direct.
Thanks,
Adam
I sent you that information on Lavian mail-order brides you requested. Let me know quickly, the market moves pretty fast.
Please message me here rather than emailing. It's just more direct.
Thanks,
Adam
well, there goes my theory ... after logging in now and after i had cashed in faction specific bounties after yesterdays tick to compare today, bounty hunter report states "37 claims" ... i have no idea how that number happened.... if above would be right, it should say 16 (3 superpowerbounties *4 factions = 12 + 4 faction specific bounties). value still adds up to my bounties redeemed, so beside the traffic report i can be sure nobody else is handing in bounties here.
i can just assume that either the bounty report is buggy, or that it is showing the effect of a bug ... numbers after todays tick will tell more.
short notice on test of effectivity of superpower bounties and faction specific bounties
currently running a test in a low pop zero traffic system comparing superpower bounties effect and minor faction specific bounties (the best test surprises the tester):
while generally bounties are more effective than i would have expected from previous tests,
3 superpower bounties move around the same influence, as 3 minor faction specific bounties. Indipendent controlling faction has lost 3,7% from 3 superpowerbounty redeems yesterday in a 4 superpower alligned minor faction system, and lost 3% today from 4 minor faction bounty redeems for the same superpower alligned minor factions. the difference of 0,7 is most likely routed in the CF loosing influence.
I'll now test whether diminuishing returns apply by selling commodities for the controlling faction and cashing in (superpower-)bounties.
i got weird results from this.
trading profitable commodities and cashing in 3 SPECIFIC minor faction BOUNTIES (of those alligned to a superpower) resulted in a 2,7% GAIN for the independent controlling faction.
trading the same amount of commodities and cashing in 3 SUPERPOWER bounties resulted in a 1,6% LOSS for the independent controlling faction.
that's a difference of 4,3% in influence delta for the controlling faction - for the same action(s).
Effect could be a very pronounced effect of influence levels, easier gain on lower influence, or something else polluting the test system - but if those numbers are correct and reproduceabble, it shows that it is much harder to gain influence when superpower bounties are cashed in compared to faction specific bounties.
I'll try to reproduce those numbers today and tomorrow, before sharing the test here - but also will forward the system and numbers to Adam Waite to look into it.
You are battling against maths.
4 factions. One with 70 percent (independent), three (federal) with 10 each for argument's sake.
Let us say 5 percent increase for top faction and none for the others.
So top has 75 everyone else has 10. Total 105. Divide down.....
Top faction rises by 1.5, other three drop by 0.5 (approx)
Try again. Do same work but hand in superpower bounties instead.
Top faction rises by 2, everyone else by 1 as a result of splitting the bounty 3 ways.
So... 72, 11, 11, 11 giving 105
Divide down to be out of 100
Gives 68.5, 10.5, 10.5, 10.5
A drop of 1.5 for leading faction, wiping out the work they did and turning it into a loss.
SO. In theory, if you did a max of 5 percent for all factions in the system you would get
75, 15, 15, 15
Which becomes 62.5, 12.5, 12.5, 12.5 or a tanking of 7.5 in influence for the leading faction.
So. Rather than a single faction benefiting from the superpower bounty with a cap of 5 you are looking at action splitting influence multiple ways and filling up multiple buckets, each which have their own cap. Leading to the ability to tank a faction really easily using superpower bounties.
- - - Updated - - -
Having studied the numbers for a few weeks it is this sharing of superpower bounties and therefore increasing the ability of a superpower to benefit from a combined capacity of multiple factions that is causing the problem and huge swings for independents.
indeed... even if they are ALL superpowers the highest percentage faction will tank if you hand in shared bounties. Just not as badly as if they were independent.
generally i can follow your post, but how does it apply to my case?
maybe you can help me there ...
i have
day 1: cashed in 3 superpower bounties
day 2: cashed in 3 specific bounties , each one for one of the superpower alligned minor factions
= independent controlling faction looses ~ the same amount of influence
day 3: traded fixed amount of commodities for the controlling AND cashed in 3 specific bounties , each one for one of the superpower alligned minor factions (like day 2)
= results in 2,7% GAIN for the independent controlling faction
day 4: traded fixed amount of commodities for the controlling AND cashed in 3 superpower bounties
= results in 1,6% LOSS for the independent controlling faction
shouldn't day 3 and day 4 have the same effect following your calculations and if a split is working as Adam waite is saying?
This whole chapter is just a big fail, just revert how superpower bounties worked before...
.
Splitting the benefit from the bounty across the applicable superpower Factions (in proportion to each Faction's current influence level?) should mitigate the levelling effect. However, the effect of passing Cmdrs casually handing in those bounties would still tend to depress non-superpower Factions to some degree.
I suppose the question is, should Factions linked to the might of the Empire/Federation received a benefit from that link?
Interesting test goeman. Can you clarify that no ruling faction bounties were cashed - only superpower?
I would draw some different\additional conclusions from the test. The ruling factions influence was reduced but not ruined. It seems to have found a lower equilibrium point.
It also takes significant bounty input to get these results.
If the intention is to prevent runaway growth and add more dynamism in system through addional conflicts one would have to conclude that it is a successful change. Whether that makes for better gameplay is a very open question.