BGS changes: Learnings/Issues/comments

Influence locked during pending state is not logic and again, just prove FD is not playong their game.

Locked while pending prevents players circumventing war mechanics entirely by winning before a shot is fired. from FD's perspective there is some logic and purpose behind that.

I havent fully made up my mind about the "locked when pending" mechanic. There are some annoying aspects to the change however its not without its benefits when defending.
 
Locked while pending prevents players circumventing war mechanics entirely by winning before a shot is fired. from FD's perspective there is some logic and purpose behind that.

I havent fully made up my mind about the "locked when pending" mechanic. There are some annoying aspects to the change however its not without its benefits when defending.

If it is not determinated by inf, the issue of the war, what is the purpose then ? not shot can be made before it starts anyway. See my point ?
 
Pending was effectively the mobilization phase of a war. If done well, that can make the outcome inevitable (See 1st Gulf War).
We still dont know what (if anything) is bugged in the process. We were told that wars would start immediately, yet we still have all that Pending time which now is just dead air and entirely pointless.
 
If it is not determinated by inf, the issue of the war, what is the purpose then ? not shot can be made before it starts anyway. See my point ?

I suspect the intention behind the mechanic is to prevent a faction's influence being smashed during pending and conflict periods, say by a massive multi-day murder spree. Dont get me wrong, I'm not advocating for it, I have no strong feelings one way or another yet, but i do see a value to it for FD from a design perspective. It may be a case of solving one problem but introducing others. It may just be something that we have to learn to use.
 
I suspect the intention behind the mechanic is to prevent a faction's influence being smashed during pending and conflict periods, say by a massive multi-day murder spree. Dont get me wrong, I'm not advocating for it, I have no strong feelings one way or another yet, but i do see a value to it for FD from a design perspective. It may be a case of solving one problem but introducing others. It may just be something that we have to learn to use.

Agreed. But having influence semi-locked (because it is still moving during conflict) for at least 10 days, that is a lot (hoping it is not during cooldown). Especially if you are the 3rd faction and not in conflict (locked also).
 

Jane Turner

Volunteer Moderator
I've updated the 1st post - been a bit lazy recently


I will keep this 1st post updated

Information
Positive

  • The faction status tells you where elections and wars are anywhere with the faction and what assets are at risk.

Negative
  • The information is frequently missing
  • Due to the influence lock it is no longer possible to determine if an action in conflict has neen successful without a squadron view or a system visit


Conflicts
Positive
  • The new CZ are more involving
Negative
  • Wars and elections still happen where there are no assets - (as currently), but they are no longer avoidable by strategic state management.
  • Intended wars take 3 days longer
  • Influence gain is hidden until the conflict state is over making fine control hard/impossible
  • As soon if conficts trigger with 2 or more factions that holdthe maority of influence there is no way to move the non-conflict factions for 10 days - this produces gridlock

Ethos/flavour
Positive
  • the local news articles have a bit mentioning the success of the union / corporation / regime / coalition which tells you the ethos of the faction.

Anything need adding?
 
Agreed. But having influence semi-locked (because it is still moving during conflict) for at least 10 days, that is a lot (hoping it is not during cooldown). Especially if you are the 3rd faction and not in conflict (locked also).

Does anyone have conflict scheduled to end today? I'm intrigued by what will happen to influence on conclusion.
 
Anything need adding?
From my perspective...

Conflicts: positive
- zero-asset conflicts in unwanted systems no longer harm faction in systems it cares about (this will significantly help stability in Colonia, though this is an unusual region)

Station services: positive
- economic states no longer being mostly blocked by others allows greater variation in markets and outfitting production.

Information: negative
- display of information is very inconsistent even when it works. There are space limitations, certainly, in places, but e.g. happiness and conflict details could be on the system map, for example

Information: positive
- missions no longer say they give influence when (due to faction state) they don't
 
Does anyone have conflict scheduled to end today? I'm intrigued by what will happen to influence on conclusion.

Just what ive gathered... most seem to believe that influence changes bank.

During beta, i worked to victory around day 4 then just left it. When the war ended, influence didn't change for either side.
 
The Faction Status Summary report in station of 1 of 2 factions I'm fighting for does not have any progress report but the Conflict Status bar in Status of right panel appears to be working.
 
Just what ive gathered... most seem to believe that influence changes bank.

During beta, i worked to victory around day 4 then just left it. When the war ended, influence didn't change for either side.

Yeah i expect some outcomes from beta to be a result of transitional issues.
 
Does anyone have conflict scheduled to end today? I'm intrigued by what will happen to influence on conclusion.
We had a war go pending immediately, so if any ends, ours will. We were at 80%, so it may not help much in working out the new process.
 

Jane Turner

Volunteer Moderator
Does anyone have conflict scheduled to end today? I'm intrigued by what will happen to influence on conclusion.

Several :) and though we dn't have perfect/any contol of variables , have explored some broad variations possible - winning by tiny margins each days and hammering seven bells out of them for example...... doing a lot of scenarios... just doing bonds
 
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Jane Turner

Volunteer Moderator
From my perspective...

Conflicts: positive
- zero-asset conflicts in unwanted systems no longer harm faction in systems it cares about (this will significantly help stability in Colonia, though this is an unusual region)

Station services: positive
- economic states no longer being mostly blocked by others allows greater variation in markets and outfitting production.

Information: negative
- display of information is very inconsistent even when it works. There are space limitations, certainly, in places, but e.g. happiness and conflict details could be on the system map, for example

Information: positive
- missions no longer say they give influence when (due to faction state) they don't

thanks Ian - added
 
Positive: missions state whether they help in conflict and are conflict themed. Whether they actually affect the conflict is still open.
 
Has anyone been through an election yet with the new BGS? My PMF is in election pending now. I've heard missions may or may not effect elections how they used to.
 
Has anyone been through an election yet with the new BGS? My PMF is in election pending now. I've heard missions may or may not effect elections how they used to.

we are nearing the end of an election, and - so far as the slider is telling us - we are doing nothing that we wouldn't have done during election pre-patch, and its going well.
 
I have to say todays tick looks normal - in BGS terms of normalcy anyway. This includes an election where the slider is moving the right way.
 
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