Conflict Trigger question

Our player faction has been within 1% of the controlling faction in a star system for nearly two weeks with no change in the status. There is no state, i.e. boom, war, etc. Is there something we are overlooking in order to trigger the conflict?

Thanks for any help with this.
 
Have you ever crossed over influence in that time? It's the crossover specifically that triggers the conflict - you can hang around 1% below them for months without it doing anything.
 
Do you mean that we should pass them in influence but stay within 5% to trigger?
If you take actions which mean that you would pass them in influence, and there isn't anything blocking the conflict, you won't actually pass them - you'll equalise with them and start a conflict instead. You cannot possibly overshoot on this - no need to be careful and stay within a particular range, just go all out for crossing them.


(If your BGS guide is telling you that proximity rather than crossover is what causes conflicts, you should throw it away and find another one, because it's probably wrong about a lot of other things too)
 
If you take actions which mean that you would pass them in influence, and there isn't anything blocking the conflict, you won't actually pass them - you'll equalise with them and start a conflict instead. You cannot possibly overshoot on this - no need to be careful and stay within a particular range, just go all out for crossing them.


(If your BGS guide is telling you that proximity rather than crossover is what causes conflicts, you should throw it away and find another one, because it's probably wrong about a lot of other things too)


Thank you.

I do recall in the past that we went way past a controlling faction and while had the larger percentage of influence in the system, we never took control until we brought them up to within 5%.

Off to trigger some folks...
 
I do recall in the past that we went way past a controlling faction and while had the larger percentage of influence in the system, we never took control until we brought them up to within 5%.
Before 3.3 there was a good chance that a controlling faction would have been in a conflict in a system it expanded to, and that would block the conflict, so it was very easy to cross over them without a fight - and often done intentionally.

Since 3.3 conflicts in other systems don't block, so the only thing which can stop it is the faction you're crossing already being in a conflict in this system.
 
Or if they and you have no assets you will pass them now too.
That's a good question I didn't still clarified.
There are several things to be counted:
1. The influence of the faction in the system
2. The origin of the faction (native or non-native)
3. The assets

What I could see in the game. If a faction is below 7.0% INF - no matter the assets and faction origin, the conflict state will not go pending
But if the faction is higher than 7.0% INF - in what cases the conflict will start and will not?
 
What I could see in the game. If a faction is below 7.0% INF - no matter the assets and faction origin, the conflict state will not go pending
But if the faction is higher than 7.0% INF - in what cases the conflict will start and will not?
Conflicts will start if:
- the factions are both above 7.0%
- the faction influences cross over
- one or both factions owns a contestable asset
- the system is not under a BGS lock (as e.g. Sol is)
- neither faction is already pending, active or recovering from a conflict in that system

Conflicts will also start by a separate mechanism if:
- one of the factions has just invaded
- the other faction (which must be non-native) is the one picked as the invasion target
This conflict type does not require the target faction to be over 7.0% (indeed, it often won't be) or own an asset, though it does require that the system is not under a BGS lock, and that the target faction is not already in a conflict in that system.
 
Ok, but the further questions:
1. Non-contestable assets - what assets are these? Because we fight even around non-landing planetary warehouses..
2. If the faction without an asset crosses a faction without an asset, and both are above 7.0% - what will happen if:
  • two native factions
  • two non-native factions
  • native vs non-native
Thanks
 
1. Non-contestable assets - what assets are these? Because we fight even around non-landing planetary warehouses..
There are a very small number of assets which are locked to a particular faction even though the system as a whole allows conflict. The only confirmed example I think is a megaship owned by a permit-issuing faction.

2. If the faction without an asset crosses a faction without an asset, and both are above 7.0% - what will happen if:
  • two native factions
  • two non-native factions
  • native vs non-native
Exactly the same in all cases - nothing.

The invasion conflict mechanism can only be between two non-native factions, but is not triggered by influences crossing.
 
A friend and I have managed to get a system into a civil war state, the conflict is pending which went live after the last server tick. I have a few questions.

How long does the pending state last? I think I read 24 hrs but cant find that post atm

Is there anything we can do during the pending state to gain an advantage?

How long is the war likely to last? I know this depends on a number of factors but some minimum / maximum timelines and how we could expedite a quick win would be really helpful.

Thanks in advance for any info
 
How long does the pending state last? I think I read 24 hrs but cant find that post atm
Yup, 24 hours, or 1 tick, however you want to measure it
Is there anything we can do during the pending state to gain an advantage?
Nope

How long is the war likely to last? I know this depends on a number of factors but some minimum / maximum timelines and how we could expedite a quick win would be really helpful.
Fastest is 4 ticks, where you win each tick three unanswered ticks, and hold for at least a draw. Longest is 6 (7?) ticks. Conflicts I care about never last longer than 4 ticks for me...
 
Last edited:
Yup, 24 hours, or 1 tick, however you want to measure it

Nope

Fastest is 4 ticks, where you win each tick three unanswered ticks, and hold for at least a draw. Longest is 6 (7?) ticks. Conflicts I care about never last longer than 4 ticks for me...
Thanks for the answers....much appreciated.
 
I have some follow up questions about conflict zones and the best way to win the war.

My friend and I are having some issues with conflict zones. Often the option to pick a side doesn't show up, or there is no marker for the number of ships destroyed so the conflict goes on and on or the instance is empty. We have tried jumping out and jumping back but that doesn't always work and often means we swap one broken instance for another.

To make a difference to the war is simply handing in combat bonds enough or do we really need to win each mini-battle to move the dial?

Judging from last nights session and the number of issues we had just getting into a properly functioning conflict zone I don't think CZs will be a very efficient method of winning the war.

I read that only combat missions will help in a war / civil war state so if we take on massacre missions, will these help? Which is best / most efficient, CZs or massacre missions or something else?

All help is appreciated as always.

Edit. Sorry OP for hijacking your thread
 
Often the option to pick a side doesn't show up, or there is no marker for the number of ships destroyed so the conflict goes on and on or the instance is empty. We have tried jumping out and jumping back but that doesn't always work and often means we swap one broken instance for another.
If you try to return to a CZ - even after turning in bonds - there will be no ships even though you may get invited to join a side and get welcomed to the force. Sadly, it's been that way ever since the new system was introduced.
I've never had a CZ that continued without end apart from those battles when all opposition disappeared and a conclusion couldn't be reached because there were no red targets.

To make a difference to the war is simply handing in combat bonds enough or do we really need to win each mini-battle to move the dial?
Judging from last nights session and the number of issues we had just getting into a properly functioning conflict zone I don't think CZs will be a very efficient method of winning the war.
I read that only combat missions will help in a war / civil war state so if we take on massacre missions, will these help? Which is best / most efficient, CZs or massacre missions or something else?
If you have no player opposition it is possible to win the day by claiming the bond on a single Eagle - I've won an entire conflict with this method. I've also fought for both sides in consecutive battles in a very quiet system. In the first I just claimed the bonds after jumping out of the battle, and in the second my side won. The following the tick the day was given to the side which won.

Massacre missions are also said to help, but I find them tedious so others can give better advice.

These results suggest that some actions score more points than others, with winning a battle carrying the most weight and other actions tipping the balance in the case of a draw.
 
I sometimes see a Wing bug causing the score board to vanish when one player starts the CZ (chooses a side) before the wingmate(s) drop in.

Try having the first player to drop in wait beyond 7.5km from the CZ marker, so the 'choose a side' option doesn't trigger. Then, once everybody is in, the first player moves in and chooses a side first, followed by the other players.

Also, there's a 'cool down' period of a few minutes (could be as much as 15-20 minutes) after completing a CZ, during which it won't restart if you drop back in. Try alternating between several different CZs.
 
If you try to return to a CZ - even after turning in bonds - there will be no ships even though you may get invited to join a side and get welcomed to the force. Sadly, it's been that way ever since the new system was introduced.
I've never had a CZ that continued without end apart from those battles when all opposition disappeared and a conclusion couldn't be reached because there were no red targets.


If you have no player opposition it is possible to win the day by claiming the bond on a single Eagle - I've won an entire conflict with this method. I've also fought for both sides in consecutive battles in a very quiet system. In the first I just claimed the bonds after jumping out of the battle, and in the second my side won. The following the tick the day was given to the side which won.

Massacre missions are also said to help, but I find them tedious so others can give better advice.

These results suggest that some actions score more points than others, with winning a battle carrying the most weight and other actions tipping the balance in the case of a draw.

Thanks for the reply.

CZs seems to be a bit of a mess judging from our experience last night. We will try again tonight and see if we can join a winnable fight more easily.

Also being in a wing and instancing relating to that might contribute to our problems.

The system we're fighting in is quiet but it does have traffic and it's not on the fringes so not easy to work out if there is anyone working against us. If we lose the tick from yesterday's fighting then it's a fair assumption that someone is working against us, even if it's only 'war tourists' picking a side at random.
 
CZs seems to be a bit of a mess judging from our experience last night. We will try again tonight and see if we can join a winnable fight more easily.

Also being in a wing and instancing relating to that might contribute to our problems.
Pretty much the Wing stuff.

I've been doing CZs alone since 3.3 dropped and never really had any issues at all.

As for winning a war:
  • Resolving CZs
  • Handing in Bonds
  • Doing missions
  • Doing scenarios

... all seem to help win the war, though which is most effective is not clear.
 
Back
Top Bottom