Don't Panic: BGS guides and help

I am assuming that there is still no new comprehensive BGS guides out yet. Especially since all the new states being added.
Not sure there is a great deal of need for a "comprehensive" guide since the Great Dumbing Down of 3.0
Conflict triggering and resolving needs something, but thats been explained several times.
Expansion/Retreat mechanism needs a little explanation, but it is due to change at some point when Happiness finally does something. Dont hold your breath.

All the new fancy states are pretty irrelevant as far as BGS Empire building is concerned. They either trigger randomly, or are so hard to trigger it is irrelevant. Their effect seems to be a slight change to Commodity prices, and mission profile, and are easily countered in the obvious way. Meh.

If you need any more explanation beyond the 3 items mentioned above, it could be summarized as "Grind Away"
 
happy towel day cmdr's
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Hello CMDRs, during an Election I understand that influences will be locked and generally we do poll data courier missions etc. to win the Election, however, does the various influence rewards gathered will be added subsequent to the Election or they are to serve purely to win on Election Days only?
 
Hello CMDRs, during an Election I understand that influences will be locked and generally we do poll data courier missions etc. to win the Election, however, does the various influence rewards gathered will be added subsequent to the Election or they are to serve purely to win on Election Days only?
Purely to win the election days only.
 
Thank you CMDR! That means, there's always the possibility of overdoing missions when one could be engaging in other aspects of the game...
Yup. You just have to do more than the other side in a conflict.

Edit: though worth noting, all status effects related to missions (security, economy etc) still have full effect regardless.
 
For some reason, whenever I click on one of the hyperlinks on the first page, I get at 404 page not found error. Which is strange, because those threads still exist and are readable. Anyone know why this would happen?
 
For some reason, whenever I click on one of the hyperlinks on the first page, I get at 404 page not found error. Which is strange, because those threads still exist and are readable. Anyone know why this would happen?
Because they're using links to the old forum which haven't been updated to the new forum format.

Old forum format is:
Code:
https://forums.frontier.co.uk/showthread.php/400292-When-and-what-is-the-tick

New Format is:
Code:
https://forums.frontier.co.uk/threads/when-and-what-is-the-tick.400292/

The old url format is no longer valid.
 
Greetings 07,

When i click on this link i get the Page Not Found error. am i the only one this happens to?
Same as the above issue I posted
Because they're using links to the old forum which haven't been updated to the new forum format.

Old forum format is:
Code:
https://forums.frontier.co.uk/showthread.php/400292-When-and-what-is-the-tick

New Format is:
Code:
https://forums.frontier.co.uk/threads/when-and-what-is-the-tick.400292/

The old url format is no longer valid.

This link will get you there:

OP hasn't, and probably isn't likely to update the links.

EDIT: Just a note, that's incredibly old info and very certainly out of date.
 
I have a question on running interference operations, eg. smuggling, in a non-player faction's home system. By reducing influence in the home system, might that put the brakes on said NPF's activities in surrounding systems?
 
I am looking for a Conflict Zone rules, as not much on Wiki.

For example, I shot down 3 enemy ships, my faction was leading strongly, but chasing the 4th ship, it turned out that I had left the zone (probably more than 20-30km) and when I came back, it was a draw again. Do my downings count for anything? Or maybe there is some time / clock that I have to survive until the end?

Does the final result of BGS War depend only on participation (and winning) in Conflict Zone, or are there other factors? Many online guides are outdated, but I heard that Combat Bonds can also help? Is that true? I managed to get contract to shoot down 16 enemy ships in the war. Do you know how this compares point-wise to the impact on the war compared to winning a Conflict Zone, for instance?
 
I am looking for a Conflict Zone rules, as not much on Wiki.

For example, I shot down 3 enemy ships, my faction was leading strongly, but chasing the 4th ship, it turned out that I had left the zone (probably more than 20-30km) and when I came back, it was a draw again.
Sounds like the instance reset, which is fine, doesn't make anything happen.
Do my downings count for anything? Or maybe there is some time / clock that I have to survive until the end?
Only if you hand in the resultant bonds. Kills on their own don't count for anything other than progress in the CZ, and receiving bonds.
Does the final result of BGS War depend only on participation (and winning) in Conflict Zone, or are there other factors? Many online guides are outdated, but I heard that Combat Bonds can also help? Is that true? I managed to get contract to shoot down 16 enemy ships in the war. Do you know how this compares point-wise to the impact on the war compared to winning a Conflict Zone, for instance?
Resolving CZs is the "most effective" way to win a war, and handing in combat bonds also counts, though in a minor way by comparison. I'll come back to that.

The official word on what works is this:

1695544048301.png
So, your take-home from that is the following are effective:
  • (some) Missions
  • Handing in bounties (for that faction)
  • Handing in bonds
  • (some) Scenarios (repairing ships at USS, scanning/recovering black boxes etc)
  • Violent Crimes (things that accrue bounties)
  • And of course, resolving CZs

These affect in a "minor" way compared to winning CZs, but the specifics are not known.... suffice to say if you're taking 2 hours to clear a single CZ, while in raw terms that's better, you may be more effective if you undertake something else.

The general rule on what missions affect wars vs what missions affect elections is that "Combat missions affect the war, Non-combat affect elections"... but the jury is out on this definition still... for two reasons.
  • Myself and others have definitely had success causing war effects with cargo delivery missions and Elections with Assassination missions... sooo... ?
  • The "War" (and Election) state can flavour any sort of missions. So will this affect the war or not?
1695544607392.png

...It can be completed without firing a shot, so is definitely not a "combat" mission, but it's flavoured like it would support the war... who knows.

So, specifics are a bit hard to come by, because ever since we moved to the "best of 7 days" method for winning wars, the specific effect of things has become very hard to measure. But in general terms, this all holds true.
 

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Alright, what strategies do you suggest? In CZ, I had to use 18 missiles for one Cobra. We now have two more ships destroyed. Should I wait in CZ somewhere (as no missles left) on the side until the conflict ends (How many minutes is that? Is there a timer?). Or should I go back to base, load new missiles, and continue missions to kill x/16 ships of the opposing faction mission? Or maybe missiles should not be used in CZ just Multi-cannos in my way?
 
Alright, what strategies do you suggest? In CZ, I had to use 18 missiles for one Cobra.
Don't use missiles, for starters.
We now have two more ships destroyed. Should I wait in CZ somewhere (as no missles left) on the side until the conflict ends (How many minutes is that? Is there a timer?). Or should I go back to base, load new missiles, and continue missions to kill x/16 ships of the opposing faction mission? Or maybe missiles should not be used in CZ just Multi-cannos in my way?
You want a fitting that can last the duration of the CZ. That rules missiles and other low-capacity, high-damage weapons out, unless you want to be synthesizing constantly out of combat.

There's a lot going on in these two sentences though, so let me unpack a little.

1. Prioritise doing CZs, if you're going to do combat. Massacres are "just a little side bonus".
2. Don't leave the CZ. That will reset it, unless you're in a wing and return to the same instance without the rest of your wing leaving.
3. Do the CZ that aligns best to your build, in terms of ammo capacity and endurance. I won't get into the weeds on fitting out for CZs, but it's better to effectively do Low CZs than it is to ineffectively do High CZs.
4. To conserve ammo, go for PP kills. CZ ships are thicc, and you can save a lot of ammo, particularly on larger ships (FGS, FAS or larger) by knocking their PP instead of hull kills.
5. Alternately, always go for the smaller ships. They're not as good for bonds, but a novice Eagle will count the same as an Elite Anaconda, in terms of progressing the conflict bar.
6. There's no timer in a CZ, just whoever fills their bar first.

I don't know what sort of ship you're flying, but I have the following ships (with engineering, but again, weeds):
  • Krait MK2 with C3 Beam, 2 x C3 Multis, 2 x C2 Guardian Shard Cannons, good for Low and Medium CZ
  • Anaconda with C4 Beam, 3 x C3 Multis, 2 x C2 Guardian Shard Cannons, 2 x C1 Multicannons, good for Medium and High CZ

The anaconda, depending on the types of ships I'm engaging, may need synthesis at least on the C3 multis. I'm no ship build pro, but it works. I've heard people using all-beam FDLs and such with engineering to make half the beams do kinetic. There's a bunch of options, but synthesis is cheap, so I don't mind throwing one or two in there as needs.
 
Thx.
I haven’t played for a year, I bought a new graphics card because I wanted to test Odyssey, and after 500 hours of play, I deleted the previous character. So, currently Diamondback Explorer.
 
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