Jane Turner
Volunteer Moderator
This is (or will be) the collected view of everyone who has commented
Background
Since its release, Elite Dangerous has had a Background Simulator (BGS) which is affected by player actions. The way the BGS functions was deliberately obscured by Frontier developments (FD) until a statement was issued on the influence and state effects of different transactions, in January 2016. After a lengthy period of instability the BGS now runs predictably but it is not always intuitive. The BGS is sensitive to deliberate actions, but less sensitive to random actions. Very small changes to how BGS activities are counted e.g. to the effect of major power bounties, can disrupt the equilibrium dramatically. Recently a thread started on Reddit and the Frontier forums by, Walt Kerman, >>>HERE<<< challenged the current transactional model and suggested that it should be replaced by a value-based argument. This decision paper examines the pros and cons of four alternative models:
[td]Advantages[/td]
[td]Disadvantages[/td]
Suggested solutions to disadvantages
How to make a transactional BGS more intuitive
How to minimise the disruption and imbalance time while a new system is implemented
How to remove the influence of AFK/Bot/automation healing tricks
How to reduce/remove the effect of BUGS (BGS Unaware Brinders) (options 2 &3)
How to introduce transactions plus
Other comments:
By all means post your view about which is your preferred option(s), but please try and deconstruct why you prefer one option over another. In particular is there any advantage or diadvantage not identified which is contributing to your feelings/opinion. If we can get all the reasons pinned down and clear, then disagreements can only arise for different people/groups giving different weight to the criteria. Oh and be nice
The preferred option of those who have expressed a preferrence
<Option 1>
<Option 2>
<Option 3>
<Option 4>
Background
Since its release, Elite Dangerous has had a Background Simulator (BGS) which is affected by player actions. The way the BGS functions was deliberately obscured by Frontier developments (FD) until a statement was issued on the influence and state effects of different transactions, in January 2016. After a lengthy period of instability the BGS now runs predictably but it is not always intuitive. The BGS is sensitive to deliberate actions, but less sensitive to random actions. Very small changes to how BGS activities are counted e.g. to the effect of major power bounties, can disrupt the equilibrium dramatically. Recently a thread started on Reddit and the Frontier forums by, Walt Kerman, >>>HERE<<< challenged the current transactional model and suggested that it should be replaced by a value-based argument. This decision paper examines the pros and cons of four alternative models:
- Transactional: Keep the BGS exactly as it is now, only making changes in response to future imbalance in the game. Influence effects are separated from reputational and monetary gain of activities. Requires players who want to maximise their BGS effect to maximise their transactions, which currently e.g. requires frequent dropping of bonds and bounties, single selling of exploration data. Etc. Conversely players who are maximising their profits and minimising their transactions will have less BGS impact.
- Values: Change the way influence and states are effects from transactional to values based. This will require players to maximise their kill rates, trade volumes etc. This will require a major re-write of the BGS and a lot of thought into how to weight the value of different activities. Reputational, monetary gain and influence effects are completely interwoven
- Transactions plus: Make alterations to aspects of transaction definition to make the BGS more intuitive, eg count each Combat zone kill as a transaction rather than each drop of bonds. Or add a value modifier 0.1% to 100% of a transaction. This will require a re-weighting of the transactional value of different activities and a period of imbalance and some changes to the BGS code. There is some separation of influence effect from financial and reputational.
- Missions Only: Remove all influence effects from activities apart from missions which in turn should be improved to reflect demand and state better. Reputation and influence remain separated.
The main purpose of the thread is to try and understand why different people/groups have differning views.
Model | ||
Transactional |
|
|
Value-based |
|
|
Transaction plus |
|
|
Missions only |
|
|
[td]Advantages[/td]
[td]Disadvantages[/td]
Suggested solutions to disadvantages
How to make a transactional BGS more intuitive
- fundamental changes to CZs and war mechanics. These might include special missions and more complex objective-based CZ.
- Provide a simple tutorial and links to more detailed content
How to minimise the disruption and imbalance time while a new system is implemented
- Freeze (snapshot) the BGS at the point at which the change is implement it and roll back to that point once stability is achieved. (let people keep credits/materials reputation)
How to remove the influence of AFK/Bot/automation healing tricks
- Have CZ/Res deplete or relocate in the case of CZ
- Have ATR-like ships arrive after a defined period of time
How to reduce/remove the effect of BUGS (BGS Unaware Brinders) (options 2 &3)
- For each star system, add a sub-tab in the right hand panel (like for when you select a faction to fight for, or pick sides, in a cz), and you can see a list of factions in that system. You can tick a box for whatever faction(s) you want. Thereafter, if you perform an action for that faction, it will be included in the BGS calcs. If you do not, your actions will not impact the BGS. This setting would stick until you changed it.
- Most players who aren't interested in the BGS do stuff for credits or reputation, they certainly aren't going to take the credit cut that the Inf+++++ mission options give. This could work even better if the high credit options for mission had an even more reduced effect on the factions' influence. There could also be options for the cashing in of combat bonds, bounties and exploration data. The "I'm just in it for the money"option.
How to introduce transactions plus
- Have a multiplier 0.1 to 1 over a range of values to replace the current binary system
Other comments:
- Stop missions being misleading - eg offering high influence for trade during a war state
- If value is used in trading it should be related to demand, not profit
- Allow partial turn-ins of combat and BH missions
- I've always thought one thing that makes BGS too much like clockwork game is that there is no corruption. Activity should have more than one effect, eg, you might boost your faction influence by smuggling weapons for them but you might also increase the level of corruption. A corrupted faction might let you get away with piracy and smuggling but also might be more unstable or more prone to elections or wars.
- Allow pledging to minor factions - the NPC’s can do it!
- Introduce population changes based on system states and the underlying balance sheet of the system. (birth/death/immigration/migration rates - could even lead to a new state - colonisation.
- Don't bother tweaking BGS, make player group membership interesting, rewarding and offering such a level of entertainment so that it interests players just for the sake of it.
- Factions could use intraday Trends updated as frequently as possible in order to give at least some intraday feedback how all Factions are doing. I don't expect hard numbers ("how would things look if the Systems would vote on the next full hour?"), a coarse version of the predictions similar to those found in the PowerPlay mechanics would be absolutely sufficient.
By all means post your view about which is your preferred option(s), but please try and deconstruct why you prefer one option over another. In particular is there any advantage or diadvantage not identified which is contributing to your feelings/opinion. If we can get all the reasons pinned down and clear, then disagreements can only arise for different people/groups giving different weight to the criteria. Oh and be nice
The preferred option of those who have expressed a preferrence
Option 1 | Option 2 | Option 3 | Option 4 |
DNA-Decay, _Flin_, Mangal Oemie (AEDC) irongut (Canonn) Ryan Murdoc (Ghost Legion) commanda2212 (SEPP) Frigna the Hutt (Da Vinci Corps) CaptainKirby (AID) Ben Ryder (Guardians of Harmony) mr.Gr3y (Palladin Consortium) Limoncello Lizard, Mrjupp (Sacra Occulus) the100thMonkey Jane Turner MottiKhan(CI) Endincite (ALD) Roybe (Crimson State) Perseus(Patreus) Marra Morgan picommander FrogsFriend, rekurzion, , Manticore, Noob, mistohise NeilKD | Walt Kerman (Mercs of Mikunn)Logan Terrik (Xukong Nexus) ph1Lt0r (Privateers Alliance) Egy Ace Fyke, Falcon_D | Misaniovent (Patreus) Zadian Lichtfrost Abil Midena Deareim (Mercs of Mikunn) IAN NORTON (Null)Ganjanoof, Greno Zee | NRCrosby (Winters Wolves) Agony Aunt, That90skid, Sixteen-string Jack |
<Option 1>
<Option 2>
<Option 3>
<Option 4>

Last edited: