Need to be aware other groups with a PMF in your area are likely going to have an interest and be monitoring which factions are in danger of retreating around them and may have their own motives for not wanting another faction to retreat, for reasons which might not be obvious to you.I tested retreat in 2 systems during last week with the same result. Factions with about 5% at start. My approach is dirty - I destroy their ships - interdicting their non-wanted ships at supercruise and destroying or killing authority ships in their jurisdiction. I was successful with pushing them to influence 1.0% and retreat. I did it in past before 3.3 regularly without any problems and it is the same in 3.3. But then it is interesting. I'm quite sure there is only low activity of other commanders. When the retreat state is active it looks that any support for other factions and even killing ships of the faction in retreat state do the same thing - it increases influence of the faction in retreat state. It is huge swing up of the influence.
I dont think there is anything particularly special about the state of Retreat to make them hard/impossible, its just the new "balancing" changes that FD have implemented to make it "harder" for a large faction with little support.
My observations are:
If a faction is very low, you only have to fart in their general direction for them to get a massive UP swing, pretty much regardless of the work done for other factions. Just 1 data delivery to them is enough to outway genuine effort put in by a CMDR working for a larger faction.
If a faction has a high influence, their actions seem to have little effect
Controlling a station or system, seems to give you very little benefit as far as gaining or keeping Influence. Trade and Bounties now seem to do virtually nothing to your influence.
The old "wine" analogy that was pretty good IMHO of balancing in favor of weak factions is gone (or at least a secondary effect). Now it looks more like :
EffectiveEffort = ActualEffort / CurrentInf
I disagree with the notion trade was nerfed too hard. It and data drops work fine for us to conter basic BGS work. It really is just if you are above 50%... you work against the mountain. The more % you have, the more work you do to keep it.
Just another set of failed retreats. I see mission generator as key factor. It still generates many escape missions for the faction in retreat state. But there is another thing -mission generator in neighbouring systems often generate delivery missions with targeting that faction in retreat state. I think it is enough for independent traffic to cause the problem. These factions near of Sol (I selected this space for higher independent traffic) went with active retreat state to this in few days:
LHS 2459 Advanced Corp. 13.7% War
LFT 142 Liberals 15.2% Election
Eme for Equality 9.9%
New LHS 355 Revolutionary Party 9.0%
Marduk United Industries 11.0% War
LTT 198 Patrons of Law 8.1% War
Confederacy of Cochipati 10.4% War pending
LTT 4772 Alliance Mandate 8.6% War pending
I still talk about it because I'm convinced that this is causing problem and I'm not talking about organized activities of big player groups - just mission generator problem + independent traffic. There are more successfull expansions than retreats. I think this is not good system and it will cause lack of systems where to expand soon. I think we need neutral environment where independent commander has neutral offer of missions. It depends only on commander if he stay neutral or start pushing some faction and start manipulate BGS this way.
Yes. It's always been somewhat easy for a faction on 1% to gain influence from passing traffic - the mission generator gave them a lot even in 3.2 - but it's harder to specifically target them with negative actions now, so passing traffic is tough to counter.I still talk about it because I'm convinced that this is causing problem and I'm not talking about organized activities of big player groups - just mission generator problem + independent traffic.
That there is a safety valve for, in the invasion mechanic. It allows expansion into a system which already has 7 factions, if there's no better alternative, by fighting to kick out an existing non-native faction.There are more successfull expansions than retreats. I think this is not good system and it will cause lack of systems where to expand soon.
Yes. It's always been somewhat easy for a faction on 1% to gain influence from passing traffic - the mission generator gave them a lot even in 3.2 - but it's harder to specifically target them with negative actions now, so passing traffic is tough to counter.
Out in Colonia the effect is that retreats are going through much faster in low-traffic systems and less often in high-traffic systems (though they were rare in high traffic systems before 3.3 as well, as people were rarely actively trying to make a retreat stick).
That there is a safety valve for, in the invasion mechanic. It allows expansion into a system which already has 7 factions, if there's no better alternative, by fighting to kick out an existing non-native faction.
(There was a bug in that where the losing faction didn't retreat, so you were left with 8 in the system, but that may have been fixed now - we haven't had one since the end of January out here to check)