Eliminate Minor Factions

To raise my minor-faction relationship I have to fly back and forth from one spaceport. This game has an unimaginably huge map, and the game design encourages me to stay at one spaceport. #dontmakenosense
 
Of course it makes sense. If a faction only exists in one spot how else do you rep with them. Now the real question is why do you need to rep with that faction so badly that you stopped doing other things?
 
Heres a few tips with faction levelling.

Exploration:
Instead of running faction missions to get influence with that faction fly out of the bubble in a random direction scanning every system with an advanced discovery scanner and detail surface scan any high metal content, ocean or habitable worlds you find. If you do this for say 1000ly round trip and sell your cartography data back to the station that the faction owns then boom youre allied in 1 click.

EDDB.io website:
Look up the minor faction on the eddb website and you can see a list of all the systems that minor faction exist within. Some of them span over multiple systems but they may not be the controlling power.

Mission stacking and board refresh:
To minimise time spent waiting around for 1 factions missions stack mutiple of the same mission type from a few factions in the station then jump out of the open or solo play type youre in and log back into the one you were not. This will refresh the mission board and you can continue to stack those missions up to 20. Once completed these missions will give you a large boost to your standing and can be allied within 10 or less hours with mutiple minor factions.

Donation missions:
Whilst youre looking for missions look out for donation missions. These will give considerably more minor faction influence than standard missions and will make the whole process quicker. Also the cost of them is easily overshadowed by the profit from your other stacked missions.

Hope this helps and gets you out in the galaxy like you wanted
 
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A point that the OP may not be considering - if there were no minor factions, that would wipe all the player factions right out of the game. So...probably isn't going to happen any time soon.
 
A point that the OP may not be considering - if there were no minor factions, that would wipe all the player factions right out of the game. So...probably isn't going to happen any time soon.

I think its more that he is new to the game and isn't aware of features that make the game easier to play. Lets be fair ED doesn't hold your hand.
 
I am split on this one.

1) I don't think that Minor Factions should be eliminated.
I think that the game has a place for both the Major and Minor factions.
Whereas the Major factions are the Tories, Labour, Republican, Democrat, etc of the Elite universe; Scientology, Lib Dem, Monster Raving Looney Party, Green Party, UKIP are the minor faction equivalent.
Depending on how much they are supported, their power (and reach) waxes and wanes. If enough people support them, they serve a purpose. If they don't, then they become a backwater faction that people ignore / poke fun at.

2) I do, however, think that Factions should be changed.
Factions can expand into and retreat from neighbouring systems, depending on their influence.
Factions are currently safe in their 'home' system, i.e. the system where they were first inserted into the game.
I don't agree with this safety blanket.
If no one is supporting a faction in a system, I would like Frontier to allow them to retreat from that system, irrespective of whether it was home system or not.

For example: Our player faction is currently comfortably controlling our home system, to such an extent that the non player faction also homed in our system have a very low influence %. Sufficiently low that if they were in a non home system, they would most likely have retreated by now.

The mechanics of the factions are already established - a faction will be able to expand into an adjoining system only if there is only space. If a system already has 7 factions present, there is no space for a new faction. A system will typically have three or four 'home' factions present, meaning the scope for expansion factions to flex the neighbourhood is limited.
I doubt that it will fundamentally change the game if a faction could retreat from their home system as a doubt many are sufficiently low that they would qualify but it would give an extra dimension to the BGS simulation.
 
Heres a few tips with faction levelling.

Exploration:
Instead of running faction missions to get influence with that faction fly out of the bubble in a random direction scanning every system with an advanced discovery scanner and detail surface scan any high metal content, ocean or habitable worlds you find. If you do this for say 1000ly round trip and sell your cartography data back to the station that the faction owns then boom youre allied in 1 click.

This is true. I went from cordial with the Workers of Lave Liberals to almost allied once just by selling 20 million credits worth of exploration data.
 
This is true. I went from cordial with the Workers of Lave Liberals to almost allied once just by selling 20 million credits worth of exploration data.
Nearly 3 times more than you needed. 7.5 mil in profit from just about anything gets you allied. Less if you are allied with their superpower.
 
I am split on this one.

1) I don't think that Minor Factions should be eliminated.
I think that the game has a place for both the Major and Minor factions.
Whereas the Major factions are the Tories, Labour, Republican, Democrat, etc of the Elite universe; Scientology, Lib Dem, Monster Raving Looney Party, Green Party, UKIP are the minor faction equivalent.
Depending on how much they are supported, their power (and reach) waxes and wanes. If enough people support them, they serve a purpose. If they don't, then they become a backwater faction that people ignore / poke fun at.

2) I do, however, think that Factions should be changed.
Factions can expand into and retreat from neighbouring systems, depending on their influence.
Factions are currently safe in their 'home' system, i.e. the system where they were first inserted into the game.
I don't agree with this safety blanket.
If no one is supporting a faction in a system, I would like Frontier to allow them to retreat from that system, irrespective of whether it was home system or not.

For example: Our player faction is currently comfortably controlling our home system, to such an extent that the non player faction also homed in our system have a very low influence %. Sufficiently low that if they were in a non home system, they would most likely have retreated by now.

The mechanics of the factions are already established - a faction will be able to expand into an adjoining system only if there is only space. If a system already has 7 factions present, there is no space for a new faction. A system will typically have three or four 'home' factions present, meaning the scope for expansion factions to flex the neighbourhood is limited.
I doubt that it will fundamentally change the game if a faction could retreat from their home system as a doubt many are sufficiently low that they would qualify but it would give an extra dimension to the BGS simulation.
While I agree that the BGS mechanics for conflicts, expansions and retreats need addressing on some levels, the actual realistic changes most woudl want would actually be more harm than good.

Take my PMF for example; if I could I would have 15 expansions next week. My size would double.
Big groups would dominate the landscape given the chance, there must be checks and balances.
 
The mechanics of the factions are already established - a faction will be able to expand into an adjoining system only if there is only space. If a system already has 7 factions present, there is no space for a new faction. A system will typically have three or four 'home' factions present, meaning the scope for expansion factions to flex the neighbourhood is limited.
I doubt that it will fundamentally change the game if a faction could retreat from their home system as a doubt many are sufficiently low that they would qualify but it would give an extra dimension to the BGS simulation.
On retreat-to-destruction of native factions: come and have a look at Colonia sometime, where on average each system only has a single native faction, and other factions will regularly expand and retreat, especially if the controlling faction is taking steps to maximise its influence.

If you could destroy native factions - especially if the only replacement mechanism was adding new PMFs - the Sol bubble would tend to the same sort of state. PMFs would have a significant incentive to destroy any native faction in their systems which didn't have Elections with them, to minimise the risk of getting caught in a War chain.


On expansion: it is possible to expand into a system with 7 factions present already - Frontier refer to this as "invasion". It's very rare because several conditions must be met:
- the target system has 7 factions (unclear if one that already has 8 can have this)
- the invading faction has no systems with <7 factions in its expansion range that it could go to instead
- the invading faction has no conflicts pending or going active when the expansion completes

If you get an invasion, you expand into the system and immediately go to War with one of the non-native factions (yes, even you would ordinarily have an Election with them). The loser of the War gets immediately kicked out of the system, reducing it to 7 factions again. (If the War ends in a draw, both factions stay)

So there is a way to break into that sort of stable system - it just takes more effort.
 
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