ED Background Simulation - Large Faction Influence Swing Mechanics

yeah, knowing something working in favour of those who doesn't know is unfair.

imagine somebody knows how auto-resolve distance and breaking lock works with silent running in a 1 vs 1 combat, and the other don't.

anyway, how the backgroundsimulation WORKS is not communicated in game, and - as frontier has stated - they don't intend to change that. which makes it very complicating to find exploits and bugs as that 1T trading exploit/bug - literally we don't know how most things are supposed to work, what is changed etc., beside not really knowing how it is working (see @schalck excellent post).

the 1T trading thing on the other hand is one of the few exampel where frontier have clearly stated that it isn't working as intended - so even more important to raise a bug report, that it is back.

I you want to know what I am thinking - the 1t/1t thing is so peculiar that it is actually hard to think this is not intended. Simple 1t local selling could easily be seen as bug since it could be seen as an unwanted local effect, but for this to work there must be somewhere an explicit correlation between goods bought and sold in different systems. This really looks designed that way.
 
I still find it so hard to believe that some people still believe that having this transaction based is a good idea, how does that help the game these current mechanics allow attackers in anything bar war state (war being a bit more balanced) to dominate the defenders, Yet we all know Defenders in truth have the advantage after all it took numerous numbers more men on average to take citadels.
 
I still find it so hard to believe that some people still believe that having this transaction based is a good idea, how does that help the game these current mechanics allow attackers in anything bar war state (war being a bit more balanced) to dominate the defenders, Yet we all know Defenders in truth have the advantage after all it took numerous numbers more men on average to take citadels.

Actually, it probably favors the defenders, and in fact since there is a diminishing return with an ultimate cap it evens the field. Now a single player can match a group, it is not that hard to do 2kt alone.
 
Actually, it probably favors the defenders, and in fact since there is a diminishing return with an ultimate cap it evens the field. Now a single player can match a group, it is not that hard to do 2kt alone.

The current mechanics do not balance a defending player group at all, if you are commi or anarchy you are literally screwed by the current mechanics and any faction is screwed by negative trading if any station you hold has a black market even if your faction type generates them you get stuffed over. How can you believe that this benefits groups, it benefits no one but the attacker.
 
Actually, it probably favors the defenders, and in fact since there is a diminishing return with an ultimate cap it evens the field. Now a single player can match a group, it is not that hard to do 2kt alone.

thats pretty much tho... i have proven that it can work against any traffic DOWN and there is now way to counter it. especially the blackmarket 1t trade is pretty damn strong. once bust is reached, it drops 20%/tick with very little work.

we did some tests, 2 cargo lots up vs 1 lot blackmarket and it went full cap down. it looks like the tick mechanic counts all pro works and all neg works, looks at the end which bucket is fuller and disregards the other... its really hard to counter. right now, there is no real diminishing returns, just a cap how much you can do. that cap is depended on the factions state and can be as much as 20%+ /tick
 
i really like that idea...


some more findings: it doesnt seem to work when you buy from a station in the same system or even buy and resell at the same station. also, it works best if you bring something to a station that isnt listed (no demand).




a: yes, tested in multiple systems. b: see above. c: yes, backwater systems as well as high traffic systems. i only tested trading 1t/time. only mentioned the bounties to show it even works in systems that are busy.

what do you mean with the bug report? shall i resurrect that yearold thing?


When you say "also, it works best if you bring something to a station that isnt listed (no demand)" are you referring to a) selling for loss, b) selling for profit, or c) both?
 
When you say "also, it works best if you bring something to a station that isnt listed (no demand)" are you referring to a) selling for loss, b) selling for profit, or c) both?

if its not listed, you most likely sell at a loss - unless its a rare good. in my test i used either palladium or thorium. most station only have demand for one of them...
 
thats pretty much tho... i have proven that it can work against any traffic DOWN and there is now way to counter it. especially the blackmarket 1t trade is pretty damn strong. once bust is reached, it drops 20%/tick with very little work.

we did some tests, 2 cargo lots up vs 1 lot blackmarket and it went full cap down. it looks like the tick mechanic counts all pro works and all neg works, looks at the end which bucket is fuller and disregards the other... its really hard to counter. right now, there is no real diminishing returns, just a cap how much you can do. that cap is depended on the factions state and can be as much as 20%+ /tick

Right now I am testing the positive effect and in fact it appears to have the same magnitude of the negative effect. Just pushed a faction 10% up selling 500t. So it is not true that it is not counterable - you can counter it using the reverse method.

Now the BM thing might be another matter. It probably has more effect because of the greater profit.
 
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Right now I am testing the positive effect and in fact it appears to have the same magnitude of the negative effect. Just pushed a faction 10% up selling 500t. So it is not true that it is not counterable - you can counter it using the reverse method.

ok, that sounds about right. but still, if you dont know how much "work" your opponent put it, its a slippery game...

but yeah, give the BM a try ;)
 
Right now I am testing the positive effect and in fact it appears to have the same magnitude of the negative effect. Just pushed a faction 10% up selling 500t. So it is not true that it is not counterable - you can counter it using the reverse method.

Now the BM thing might be another matter. It probably has more effect because of the greater profit.

Yea the issue is the Black Market and its effectivenss, while the 1t mechanic can be used to protect against each other Black Market has no solid direct counter.
 
lol, sorry. its gonna be one hell of a clickfest for you then. it translates to select comodity, put one in your cargo, press submit, rince.... no need to exit the market. you can buy as fast as you can click.
 
Ok that's not bad. As long as u just have to buy 1t, click OK to submit the purchase, then rinse and repeat all without leaving the market then it won't be bad at all.
 
14 pages and no frontier developer comment, it has to be working as intended given the poliarsation potential of this mechanic. It does need to be changed but perhaps as some of us expect in private they just dont care until it affects something important ( off to CGs we go)
 
Well, I blame timezones. Been watching this unfold for a few days and it tends to be buried during the time that Frontier tends to be open I take it.

Now we got the weekend wait to go through before we might see an answer...
 
ok, another test: 11.4 BIL(!) population, some traffic, 10 mil bounties cashed in.

traded negative with the leading faction and positive with the second faction, 3 runs each, 720t. one lost roughly 3% while the other directly gained that 3%. the other factions stayed the same (+- .1%)
tbh, i didnt expect any movement regarding that it is a such high population system... only shows how effectiv this "mechanic" is.
(sorry ifred, but after you said it doesnt work, i had to make my point clear)

LOL. Sorry. I just saw your reply :)

I was testing right here (Somerset Station). My only problem was (I think) that I bought the commodities in the same system. I want to try it now by buying them elsewhere and sell with maximum loss - so if anyone has an idea what commodity suites best, please tell me.
 
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