BGS changes: Learnings/Issues/comments

Didn't they say that after a while the next wave comes automatically? That means they don't have to leave at all

It resets if you jump out and in again.... I hung round for a good 5-10 minutes at the end of the last one I did and nothing happened? Maybe it takes longer?

I'm doing a high intensity one now, having done low and medium. Will hang around longer this time.

Sitting here now post-CZ resolution, 25 minutes later, still hasn't restarted.

And just if people were curious
- Low Intensity - Small Rep, Moderate Influence (Need to verify this)
- Medium Intensity - Moderate Rep, Moderate Influence
- High Intensity - Significant Rep, Moderate Influence

So, looks like contributions are equal, and intensity just affects CZ rewards and number of kills needed. Kills seem to contribute equally to resolving the CZ, but ships seem *waaaay* tougher than current live build.

I have no idea what effect doing objectives in a CZ has... it's not really clear in the game.

As for fighting in CZs,,, most difficult part now is not running out of ammo... so you have one of two choices:
- Restock with synthesis mid-cz; or
- Take Laser/Non-ammo fitments

In my Krait MK2 with Fighters, 2 x Shard Cannon, 1 x Corrosive MC, 1 x Incendiary MC and 1 x Beam , I managed to flush a Low CZ just as I ran out of ammo. The same krait did 50% of a Medium CZ, one full reload saw me through. I died in the High CZ because <reasons> but I estimate I would've got a quarter of the way.

I rolled the high CZ in an Anaconda with 1.5 reloads. That fit had the same fitting above, plus some frag cannons and a C4 burst laser which i didn't use because of heating issues.

Oh, and bonds seem higher, but more variable. Cutter kill got me a 196k bond, a fighter kill got 45k, a python kill got 50k.
 
It wasn't clear to me whether the new CZs still require your to go to a station to submit bonds, or it is simply a question of staying in the CZ and fight wave after wave of enemies.

If the latter, this seems to have the potential for "healies4feelies" exploitation.

To be fair, if you catch someone doing feelies. You can kill them pretty quick.

Block the beams, they will have g1 turreted lasers. Most of the time basic shields.

You could wipe the group in a matter of 30 seconds from dropping in with frags and groms.

Very squishy builds.
 
Note though that an additional "pressure" if you like will be that you'll almost certainly be able to go to war in multiple systems at once.

EDIT: Make that certainly. Beta snapshot is when my faction was under siege from Winters... my faction is already in multiple war states now.

Yeah, still makes it a handful to manage multiple systems when under attack but atleast you can do something about all of it instead of being helpless in systems where the war doesn't exist...

I suppose the other penalty will be that if war no longer applies directly to the influence every day, and only once war is over can you see a win applied to influence (capped to a fixed % I assume), there is the possibility that during the war state your influence could take a hammering from other activities with the other factions in the system.
 

Jane Turner

Volunteer Moderator
We need to find out how much influence can be gained in a war

- does winning every day have more effect than winning 4
- does going past 100% have more effect

Worst case is that we won't be able to bypass a load of meaningless conflict on the way up to take a system by hammering a war on entry.
 
Well, I'll have two systems I can report the effects of tomorrow morning

One I handed in bonds and did CZs in... the other I just did CZs in.
 
From first 2 days :
- Npcs vs npcs in war is as always - statut quo if we don't intervene
- Npcs vs PMFs : Just won 1 battle withoout redeeming bonds. Got rep and small inf increase (messages sent to us after). You don t see these changes after tick since frozen. I will not fight more in order to see if enough. But you see it on the war status on right panel. You need to have a tick in order to see any changes.
- I still faction in war where both factions have no assets. I thought it should not be the case anymore.


Being in war don't affect -so far- security level and happiness (at least from what I see in the news for the latter) in the specific system.

And ships seems a lit bit more "tanky" in CZ...
 
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Sitting here now post-CZ resolution, 25 minutes later, still hasn't restarted.

ships seem *waaaay* tougher than current live build. [...]
As for fighting in CZs,,, most difficult part now is not running out of ammo...

Agreed. It was like all the ships had crazy armour/hull (in low CZ). Takes lots of ammo.
 
Wars - Positive
Multi-system factions will no longer have their influence in all systems decimated by war.

This is a bigger concern for those of us in the middle of the bubble where missions/rank grinders work against us and the only resolution is the broken bounty hunting transaction system that can't compete.

Wars - Positive
War (as far as BGS goes) is now about combat rather than how fast you can make trips between a station and a CZ.
 
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Wars - Positive
War (as far as BGS goes) is now about combat rather than how fast you can make trips between a station and a CZ.

But it remains to be seen if combat bonds also add to influence on the day of submission...could be additional benefit to keep the influence up whilst at war....
 
Can anyone confirm the following?
- Combat bonds help win the war
- Resolving conflict zones DO NOT help win the war.

Overnight I set two systems up to run over the tick
- One I handed in bonds and resolved conflict zones; the other
- I just resolved conflict zones

Today, the first faction went from "Close Defeat" to "Draw" after the (presumed) tick, while the second faction remained at "Draw"
i.e combat bonds still win wars, resolving conflict zones don't have any effect.
 
Has anyone been able to find out yet whether ship murder remains as overpowered in the 3.3 beta as it does in the current release?
 
From their talk on the livestream, it sounded like they consider the “big” groups, who are in many systems, to be unintended aberrations.

Their idea of a squadron is that it supports a single faction, and maxes out at about fifteen systems. “More interaction in fewer systems” like the PowerPlay changes.

Groups that support government types or allegiances - are they going to have to downsize just for management?

I dunno, the BGS livestream just left me feeling flat.

Like I’ve just started to get okay at combat, and now I realise that the only thing that’s going to work is laser build turret corvettes with Healies on two PCs.
I’m not going to grind for that.
 
Can anyone confirm the following?
- Combat bonds help win the war
- Resolving conflict zones DO NOT help win the war.

Overnight I set two systems up to run over the tick
- One I handed in bonds and resolved conflict zones; the other
- I just resolved conflict zones

Today, the first faction went from "Close Defeat" to "Draw" after the (presumed) tick, while the second faction remained at "Draw"
i.e combat bonds still win wars, resolving conflict zones don't have any effect.

Lol is one LHS 1339 by chance? If so I fought for what was the winning side, won two rounds and cashed once at the end.

There is still the possibility that BOTH are needed, i.e. you need to win rounds AND cash the bonds afterwards to prove it.
 
Can anyone confirm the following?
- Combat bonds help win the war
- Resolving conflict zones DO NOT help win the war.

Overnight I set two systems up to run over the tick
- One I handed in bonds and resolved conflict zones; the other
- I just resolved conflict zones

Today, the first faction went from "Close Defeat" to "Draw" after the (presumed) tick, while the second faction remained at "Draw"
i.e combat bonds still win wars, resolving conflict zones don't have any effect.

whut?
 
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