Conflict Question

Hello

So I am going to ask a question that I think I know the answer to, but I thought I would run it by the experts first.

I have a particular system I call Home, as I assume most players do that don't have a FC to call Home. I've been calling this system Home for probably a year and just noticed that a minor Player faction is at "war" with an minor NPC faction in this system, and the Player faction has a foothold, albeit small, in this system. I would like to assist the NPC faction in this Conflict, to the end of hopefully kicking this minor player faction out of this system I call home. I started a Squad, right now a Squad of one, ME, but would like to hopefully build it up and petition FDEV for my own faction to take up residence in this system I call home. I think you can ask for 3 possible systems and FDEV will kick you down one if it meets all their requirements for giving you a system for your faction. Long way from that point, if ever!

Anyway... to make a long question endless... if I jump into this conflict, that has a real player faction, and start killing dozens of the Player faction ships, is it possible that the player faction can see this? That make sense? I get that if I jump into a Conflict zone and there are real players, then of course they can identify me as now an adversary, but does the BGS account for real players taking the side of any faction, real or not, to the extent that this player faction will get a message, something like "CMDR Red House" has killed blah blah number of ships? Is the game that "smart"?

I assume, that if a REAL player never sees ME in the Conflict Zone killing their faction ships, that there'd be no way for that Player faction to ever know I just killed 100 or a 1000 of their faction ships... but then I started thinking, why not? There should be a way to know, but then I assume the BGS game programming probably doesn't account for this, but hey, thought I'd ask anyway. I know NPCs seem to be pretty lame in that you can kill them all day long and they never seem to put a hit out on you. I wonder why, would be a nice touch to the game, but I guess it would be overly complex to program that kind of function.

Anyway, that's my question, probably a stupid one, but IF there IS a way for that player faction to know, without directly seeing me in the Zone killing their ships, then I would like to know, because then I would have a target on my CMDR with this Player faction, and I am not sure I would want that. Ha! So, yeah, sorry if that's a stupid question but honestly, have no idea.

Thanks!
 
Last edited:
If you are concerned about retribution stay off the bounty boards & as long as you don't actually meet an opposing player in a CZ after you have already chosen a side you'll be fine ;) If you play in group or solo obviously you won't meet anyone you don't want to meet, that's up to you.

imo having player adversaries is where the game gets interesting ;) But discretion is the better part of valour... you can't undo it once they find out about you.

Note that you can't kick a faction out of it's home system, you can find out where their home is on inara or similar, or by reading the system info on the galaxy map.

If you send me the system in a private message I'd be happy to take a look for you, always happy to support a lone Cmdr if I can ;)
 
All actions are anonymous.
The only exception is if you start comiting so many crimes you appeat on Station News.
THAT'S what I was wondering... can a REAL player, kill so many ships of a PLAYER faction, that they actually DO show up on the Station news? However if it's "Crimes" and not just supporting an NPC faction against a Player faction, then seems I'll be OK. I think it would be cool if the game DID single you out to any player factions as a marked target maybe after so many kills you actually make the faction news report. Seems like a good game mechanic. Anyway, thanks!
 
If you are concerned about retribution stay off the bounty boards & as long as you don't actually meet an opposing player in a CZ after you have already chosen a side you'll be fine ;) If you play in group or solo obviously you won't meet anyone you don't want to meet, that's up to you.

imo having player adversaries is where the game gets interesting ;) But discretion is the better part of valour... you can't undo it once they find out about you.

Note that you can't kick a faction out of it's home system, you can find out where their home is on inara or similar, or by reading the system info on the galaxy map.

If you send me the system in a private message I'd be happy to take a look for you, always happy to support a lone Cmdr if I can ;)
Thanks! Appreciate the help. I sent you the PM. :)
 
Be aware that it doesn't matter how many ships you kill in a conflict zone over and above whether the kills you do get are sufficient to win that day in the conflict.

Conflicts last one week. In general, it works on a best-of-seven-rounds system. You can win the conflict by winning four out of seven days. Once it has become mathematically impossible for the other side to win, the conflict will end. If you win four days on the trot, the conflict should end early.

You win a day by accumulating "points." If the conflict is unopposed, you can win a day by dropping in to a conflict zone and killing one ship. In fact, you don't even need to go into a conflict zone - if you have a location where you can pick up bounties for the faction you wish to support, you can do that instead. It's easier - conflict zones spawn ships outfitted for heavy combat. They will be tanky and fitted with hard-hitting weapons. You also run the risk of getting ganged up on by multiple enemy NPCs.

Actions that win conflicts:
  1. Shooting ships and dropping the combat bonds. You must drop the bonds.
  2. Winning conflict zones - there is a progress bar in the top right when you are in a CZ and are signed up to one of the factions. If your side's bar fills first, you win that zone.
    • Low/medium/high-intensity conflict zones have different win/loss values - more points for higher intensity zones.
    • Medium and high intensity zones spawn spec-ops, propaganda vessels and enemy captains. These increase the challenge. The spec-ops and enemy captain NPCs have engineered weapons and other components.
    • High-intensity conflict zones will also spawn capital ships. Routing those garners you bonus combat bonds.
  3. Completing the sub-goals of the medium and high-intensity conflict zones - killing the enemy captains, spec-ops and propaganda vessels.
  4. Dropping bounties.
  5. Completing combat missions (as a rule, missions that require you to get your hardpoints out and shoot at people).
If you don't complete any zones or do anything else, then the win/loss that day is calculated on the credit value of the bonds dropped. If you drop, say, a 20,000cr bond, and a hypothetical opponent drops a 22,000cr bond, they will win the day.

If you complete zones and other sub-objectives alongside dropping your bonds, the calculations become more complex (although they are, in principle, calculable). For instance, you:
  • complete two medium-intensity conflict zones,
  • destroy two spec-ops wings,
  • do an assassination mission, and
  • drop several million in combat bonds and bounties.
If a hypothetical opponent:
  • completes one medium-intensity conflict zone,
  • destroys two spec-ops wings,
  • does an assassination mission, and
  • drops several million in combat bonds and bounties.
you will still win the day. Basically, you need to do X+1 of any opposing work.

Of course, if there is no opposition, the bounty from one wanted Sidewinder will win the day.
 
Last edited:
build it up and petition FDEV for my own faction to take up residence in this system I call home. I think you can ask for 3 possible systems and FDEV will kick you down one if it meets all their requirements for giving you a system for your faction. Long way from that point, if ever!
Make sure you retreat the faction out of the system before asking the devs for your faction to be inserted - if a PMF is already present, they will not consider that system.

they never seem to put a hit out on you. I wonder why, would be a nice touch to the game, but I guess it would be overly complex to program that kind of function.
Back in the days of the 1.0 release, if you spent too long killing pirates in a RES and ended up hostile to the pirate faction, they would eventually send elite Sidewinders after you. Nowadays, if you end up hostile with a faction that owns a station, it will shoot at you the moment you are within range of its guns, and unless you have a very tanky ship, that will ruin your day pretty quickly.

Anyway, that's my question, probably a stupid one, but IF there IS a way for that player faction to know, without directly seeing me in the Zone killing their ships, then I would like to know, because then I would have a target on my CMDR with this Player faction, and I am not sure I would want that. Ha! So, yeah, sorry if that's a stupid question but honestly, have no idea.

Thanks!
As Riverside said, you can use a bounty board to send short (22-character -- that's the length of a ship name) messages to other CMDRs at stations in systems where that faction is present. Any of the competent BGS PMFs will pick that up. They'll possibly have already realised there's someone working the system anyway due to the way influence moves around. That is, of course, provided they know what they're doing and care to look - if the PMF has expanded into your system and stayed at the bottom without moving to take a station or other asset, it suggests that the players behind the faction don't care, don't know or are no longer playing the game. The galaxy is littered with dead factions.
 
Make sure you retreat the faction out of the system before asking the devs for your faction to be inserted - if a PMF is already present, they will not consider that system.

Back in the days of the 1.0 release, if you spent too long killing pirates in a RES and ended up hostile to the pirate faction, they would eventually send elite Sidewinders after you. Nowadays, if you end up hostile with a faction that owns a station, it will shoot at you the moment you are within range of its guns, and unless you have a very tanky ship, that will ruin your day pretty quickly.

As Riverside said, you can use a bounty board to send short (22-character -- that's the length of a ship name) messages to other CMDRs at stations in systems where that faction is present. Any of the competent BGS PMFs will pick that up. They'll possibly have already realised there's someone working the system anyway due to the way influence moves around. That is, of course, provided they know what they're doing and care to look - if the PMF has expanded into your system and stayed at the bottom without moving to take a station or other asset, it suggests that the players behind the faction don't care, don't know or are no longer playing the game. The galaxy is littered with dead factions.

Thank you. You knowledge is much appreciated. Happy New Year and thanks again for the helpful info! o7 CMDR! 👍
 
It is if you do not complete the CZ. Leaving a CZ before it resolves "resets" the counter to zero. In that case, you must drop the bonds for any work to be counted.

Fair enough ;) This isn't my understanding of how kills work in a CZ but I don't think I've ever done the combination of killing some ships but not completing the CZ and not cashing in the bonds :)
 
Fair enough ;) This isn't my understanding of how kills work in a CZ but I don't think I've ever done the combination of killing some ships but not completing the CZ and not cashing in the bonds :)
I do my CZs in a squishy multi-role Krait Mk. II set up primarily for cargo -- if my shields go down I'm looking at a rebuy. I feel no shame in running from a CZ when I've got a kill or two and the spec-ops decide I'm the only ship worth killing! If the conflict is unopposed, the small bond is usually all that I need anyway.
 
I do my CZs in a squishy multi-role Krait Mk. II set up primarily for cargo -- if my shields go down I'm looking at a rebuy. I feel no shame in running from a CZ when I've got a kill or two and the spec-ops decide I'm the only ship worth killing! If the conflict is unopposed, the small bond is usually all that I need anyway.

Most of my wars are at least lightly opposed by random traffic, a single CZ usually isn't enough for me to be confident of victory ;)
 
Back
Top Bottom