Damaged/Repairing states

I can't remember whether these used to show in the system states reported in the journal file. I remember them as station states, sort of, but can't recall if/how they showed up for the system. Anybody? By which I mean " @Ian Doncaster " ?
 
I can't remember whether these used to show in the system states reported in the journal file. I remember them as station states, sort of, but can't recall if/how they showed up for the system. Anybody? By which I mean " @Ian Doncaster " ?
Repairing and damaged are economies, yes - they'd appear in addition to the normal economies for the station.

Related system states were infestation (hidden) and incursion (visible)
 
Yeah, all the damaged stations finally got repaired.
On the one hand, it's kinda telling how madly out of whack the repair requirements were that it took this long to fix them all after incursions stopped happening, on the other hand... I kinda miss incursions. AXCZs were fun.
 
One of our systems got hit and damaged and it took my small group SOOOOO long to get anywhere that they all gave up and then these people came along and did it all for us!
I for one welcome our new repairing overlords!
They are a good crowd. Although not one of our systems but rather one containing a rare trade commodity with decent traffic, they spent a couple of days or so repairing the station. Op Ida are a real good bunch of people.
 
On the one hand, it's kinda telling how madly out of whack the repair requirements were that it took this long to fix them all after incursions stopped happening, on the other hand... I kinda miss incursions. AXCZs were fun.
It's one of those things where Frontier had a tough job estimating it first time round - the per-station repair requirements were considerably less than a trade CG - and it's really hard to predict in advance whether it'll get 10, 100, 1000 or 10000 participants.

Probably what they should have done is made the first stations easy and then ramped things up - as they did with the Thargoid attack side of the fight.
 
I think I've managed to account for these, if/when they ever pop up again; I'm banking on "when", actually. Elsewhere I'm not putting a lot of faith in station states, since they're only updated when someone docks at the stations. But damaged and repairing stations see enough activity that I'm probably safe with the economy values.

In the PHP snippet below, $tone is roughly equivalent to what I think faction happiness ought to be (but doesn't seem to be, going by the happiness levels I've seen). It's also affected by those incursion, damaged, and repairing conditions that factions normally ignore.

$num=count($states);
for ($i=0;$i<$num;$i++) {
if ($states[$i]==='incursion') { $tone=$tone-(4*$multiplier); }
else if ($states[$i]==='lockdown') { $tone=$tone-(3*$multiplier); }
else if ($states[$i]==='retreat') { $tone=$tone-(3*$multiplier); }
else if ($states[$i]==='drought') { $tone=$tone-(3*$multiplier); }
else if ($states[$i]==='blight') { $tone=$tone-(3*$multiplier); }
else if ($states[$i]==='civilunrest') { $tone=$tone-(2*$multiplier); }
else if ($states[$i]==='famine') { $tone=$tone-(2*$multiplier); }
else if ($states[$i]==='bust') { $tone=$tone-(2*$multiplier); }
else if ($states[$i]==='outbreak') { $tone=$tone-(2*$multiplier); }
else if ($states[$i]==='infrastructurefailure') { $tone=$tone-(2*$multiplier); }
else if ($states[$i]==='war' || $states[$i]==='civilwar') { $tone=$tone-(1*$multiplier); }
else if ($states[$i]==='terrorism' || $states[$i]==='pirateattack') { $tone=$tone-(1*$multiplier); }
else if ($states[$i]==='expansion') { $tone=$tone+(.5*$multiplier); }
else if ($states[$i]==='election') { $tone=$tone+(1*$multiplier); }
else if ($states[$i]==='boom') { $tone=$tone+(2*$multiplier); }
else if ($states[$i]==='civilliberty') { $tone=$tone+(2*$multiplier); }
else if ($states[$i]==='investment') { $tone=$tone+(3*$multiplier); }
else if ($states[$i]==='publicholiday') { $tone=$tone+(3*$multiplier); }
//////// IF THESE EVER REAPPEAR THEY WILL BE STATION ECONOMIES
//////// API ONLY RESPONDS WITH ONE ECONOMY PER STATION - BUT THAT SHOULD WORK IN THESE CASES
if ($station_economy==='repairing') { $tone=$tone-(4*$multiplier); }
else if ($station_economy==='damaged') { $tone=$tone-(4*$multiplier); }
}

I run through this three times, once (where $multiplier=1) for active states, and once each ($multiplier=.5) for pending and recovering states.

Many of the values are subjective. I've given elections a small positive effect and wars a larger negative effect, but that's arguable and should probably be affected by government type, since some governments enjoy wars, and not all elections are morale boosters.

By the time I've reached this loop I've also modified $tone with some other factors that wouldn't make sense out of context.
 
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It's one of those things where Frontier had a tough job estimating it first time round - the per-station repair requirements were considerably less than a trade CG - and it's really hard to predict in advance whether it'll get 10, 100, 1000 or 10000 participants.

Probably what they should have done is made the first stations easy and then ramped things up - as they did with the Thargoid attack side of the fight.
Yeah. A single repair was fine, but they were attacking multiple stations per week and people's attention was split because unlike the bountyhunting side of a trade CG, the thargoids would stay and damage another station if you didn't get rid of them. One of the biggest issues was that some of the commodities they asked for in these huge quantities were the horizons commodities that are only available at planetary ports in a handful of systems clustered around each other, or else as mission rewards.
Even if the requirements are for fewer tons than a trade CG, when the commodities they're asking for only spawn in the double-digit tons hundreds of ly from the destination, that's a hell of a grind.
I can't remember if I've seen a CG that specifically asked for rare goods, but it'd be like asking for 500,000 kamitra cigars.
 
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