BGS changes: Learnings/Issues/comments

Perhaps whatever you were doing (i.e activities other than the USS) countered the effect? Or were you absolutely idle in all systems?

There is no way to tell if there was outside influence in this case. My faction is right in the heart of the Empire. However, we had multiple systems in the state and several of them were little Outpost systems that don't see a large traffic flow. One or two I could believe but 5 or 6 all being countered by random players would be unlikely. In any case, we did our usual maintenance and didnt make any special effort to end it.
 
Patch tomorrow. No mention of fixes to the incorrect influence allocation

or this

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Just a little pondering about the 'new' BGS here. I started to work for an NPC-faction in late November (18) and I've had to fight in no less than 6 civil wars/wars since, and now yet another one is brewing. As I understand it wars erupt when two factions are level in influence for a certain period of time? Fair enough, but it gets a bit tiresome.
I do know and appreciate that people can underhandedly cause this by triggering and actively pursue towards these circumstances in order to keep the enemies pre-occupied, but how is it actually feasible to keep the percentages of influence at exact same number for several days? Despite the fact I either fought wars or did missions/trade/whatever, and this also in a relatively obscure system. At the very least some decimal discrepancy in percentage should occur?

Anyone in the know-how, or should I just fogettaboutit?
 
Just a little pondering about the 'new' BGS here. I started to work for an NPC-faction in late November (18) and I've had to fight in no less than 6 civil wars/wars since, and now yet another one is brewing. As I understand it wars erupt when two factions are level in influence for a certain period of time? Fair enough, but it gets a bit tiresome.
Specifically, if the influence is level for one tick (and they snap together if they would ordinarily go past each other, so that's pretty easy to achieve) a conflict will go pending if neither faction is already in a conflict.

In the new BGS, once the factions have equalised to start the conflict, they then stay locked together until the conflict is resolved - bugs aside, no influence-affecting actions do anything to the influence: they instead go into determining the conflict result.

At the end of the conflict (2 days pending, 7 days active) the factions are separated again, with the winner gaining influence according to the margin of their victory. Influence then remains frozen for 2 days recovery before moving freely again.

Note that you only need to fight in a conflict if you care about gaining influence or gaining/keeping assets in that system - if there's a conflict in a system you don't care about, just ignore it as (unlike pre-3.3) it will do no harm to the faction in its other systems.
 
Not in a position to check at the moment, but is that a problem for *all* assassinations, or just that template (Prison Convict.... and tbh I've never seen that one before)

from our testing and bug reports it appears that every mission that is supposed to have ill effects for the target provide positive effects instead, while reducing your reputation with them.

.

I havent checked the massacre missions that reappeared in 3.3.02 yet but am assuming they are afflicted the same.

I am quite sure that this is one of the primary causes of influence weirdness, the inability to raise influence and the seemingly backwards results for actions that many are complaining of. it would also help account for why every damn faction is in conflict in every damn system!

Instead of fixing this FD have instead decided to "balance" a broken system.
 
Specifically, if the influence is level for one tick (and they snap together if they would ordinarily go past each other, so that's pretty easy to achieve) a conflict will go pending if neither faction is already in a conflict.

In the new BGS, once the factions have equalised to start the conflict, they then stay locked together until the conflict is resolved - bugs aside, no influence-affecting actions do anything to the influence: they instead go into determining the conflict result.

At the end of the conflict (2 days pending, 7 days active) the factions are separated again, with the winner gaining influence according to the margin of their victory. Influence then remains frozen for 2 days recovery before moving freely again.

Note that you only need to fight in a conflict if you care about gaining influence or gaining/keeping assets in that system - if there's a conflict in a system you don't care about, just ignore it as (unlike pre-3.3) it will do no harm to the faction in its other systems.
Thanks Ian! I did understand that the influence was locked during the wartime (I expressed it a bit wrong though), but I had not realized that it was locked before the conflict. At least in my case they'd been locked equal for at least 2-3 days, way more than one tick anyway, until the conflict erupts. That seems a bit unfair as you then can't do anything to prevent war.
 
from our testing and bug reports it appears that every mission that is supposed to have ill effects for the target provide positive effects instead, while reducing your reputation with them.

.

I havent checked the massacre missions that reappeared in 3.3.02 yet but am assuming they are afflicted the same.

I am quite sure that this is one of the primary causes of influence weirdness, the inability to raise influence and the seemingly backwards results for actions that many are complaining of. it would also help account for why every damn faction is in conflict in every damn system!

Instead of fixing this FD have instead decided to "balance" a broken system.

That explains why the anarchy faction in one of the systems near me has been steadily creeping up since 3.3 - it's a good source for pirate massacre missions.
 
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