Failing Missions...

Does anyone know for certain if failing a mission (for example a Data delivery mission timing out or failing a planetary scan mission due to ship destruction) generate negative Inf for the faction?

The Wiki indicates it doesn't, but I've heard some say it does.
 
Don't think so...

You lose rep with the faction, but the faction doesn't lose anything. Would be too easy to game, ruining a faction's influence by taking missions and then abandoning them.
 
Don't think so...

You lose rep with the faction, but the faction doesn't lose anything. Would be too easy to game, ruining a faction's influence by taking missions and then abandoning them.

I'm not asking about abandoning mission, but about letting them fail.

Yes, I agree abandoning a mission causing negative inf for the faction would be way to abuseable.
 
I'm not asking about abandoning mission, but about letting them fail.

Yes, I agree abandoning a mission causing negative inf for the faction would be way to abuseable.

Fair enough, and I get the distinction, but it's just as easy to purposely fail a mission as to abandon it, so I suspect that it would be treated the same.

Hopefully someone with better knowledge pops in to answer you authoritatively. :)
 
but it's just as easy to purposely fail a mission as to abandon it
But unlike abandoning, the rate is limited - you have to wait for the timer (min 24 hours) to run out, and hanging on to those missions to fail them counts against your 20 maximum so you can't run as many missions for other people.
 
But unlike abandoning, the rate is limited - you have to wait for the timer (min 24 hours) to run out, and hanging on to those missions to fail them counts against your 20 maximum so you can't run as many missions for other people.

There's much faster ways to fail them. Grab a bunch of passengers scared of damage, scrape the inside of a station, dock, many failures.

I say this because in the times I've tried to do this, I've not seen much impact, even in low pop systems.
 
Related question: Does negative Inf affect a faction in war/civil war status?

Nope. However, influence effects for a mission offered by a faction at war, targeting a faction not at war, does have an effect for the target faction

That is, if Faction A and Faction B are at war, and you take a delivery mission offered by Faction A, to deliver cargo to Faction C, then there will be no effect on influence for Faction A, but Faction C will gain influence.

Similarly, if you take an assasination mission offered by Faction A, targeting Faction C, then while Faction A gains no influence, Faction C will lose influence. It's how I keep other factions down during a war.

But if I'm reading your intent right, no, if you're looking to affect influence in a war by some mechanism other than combat bonds, you're hot outta luck.
 
Nope. However, influence effects for a mission offered by a faction at war, targeting a faction not at war, does have an effect for the target faction

That is, if Faction A and Faction B are at war, and you take a delivery mission offered by Faction A, to deliver cargo to Faction C, then there will be no effect on influence for Faction A, but Faction C will gain influence.

Similarly, if you take an assasination mission offered by Faction A, targeting Faction C, then while Faction A gains no influence, Faction C will lose influence. It's how I keep other factions down during a war.

But if I'm reading your intent right, no, if you're looking to affect influence in a war by some mechanism other than combat bonds, you're hot outta luck.

Not looking at doing it, from appearances, it's being done against us.
 
Not looking at doing it, from appearances, it's being done against us.

What suggests it's specifically that activity doing it (not that it is, as yeah, failed missions won't shouldn't affect a war state)?

However, it's very easy to hurt a faction at war, just do missions (or any sort of +ve inf work) for any non-war factions and hand in bonds for the opposing force. They may also be handing in bonds individually rather than in bulk, which can make a difference (i.e transactional stuff)
 
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What suggests it's specifically that activity doing it (not that it is, as yeah, failed missions won't shouldn't affect a war state)?

However, it's very easy to hurt a faction at war, just do missions (or any sort of +ve inf work) for any non-war factions and hand in bonds for the opposing force. They may also be handing in bonds individually rather than in bulk, which can make a difference (i.e transactional stuff)

We have people in the system almost 24 hrs a day (we are composed of folks from all over the globe) and never see anyone in system but the one player and his alts. And we never see them leave the station.

Unless there is a small army operating against us on another platform/mode what is happening to Inf in the system makes no sense.
 
Unless there is a small army operating against us on another platform/mode

Ding ding.

Your group might have rules about mode, but many - probably most - do not. Being burned to the ground by players in solo or PG would not be a first, nor a hundred and first. This would always be my first guess.
 
Ding ding.

Your group might have rules about mode, but many - probably most - do not. Being burned to the ground by players in solo or PG would not be a first, nor a hundred and first. This would always be my first guess.

Yup. The offensive BGS game is always much easier than the defensive one. I've single-handedly burned a few 20-50m pop systems in the past, effecting =~ 20-30% influence drops in a single tick. War is a great state for hurting an empire, as there's not much to be done to create +ve influence.

What does the traffic report say? You may only see one player 24/7, doesn't mean nobody is around. And even if you're in the same system and mode, if you're someone like me with pants for internet, you'll never instance with me. I was once in a system where I knew for-fact dozens of players were online (because of an event in system with many people posting realtime)... I spent an hour in system and only saw one other pilot. Additionally, instancing rules will give preference to your wingmates.
 

Deleted member 38366

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If you suspect your Faction is specifically being worked against by failed Missions or other direct negative Actions that don't leave visible traces in the Crime Report (Negative Trade, Smuggling), make sure you check the System's Influence distribution after each tick and de-normalize it.

Once you de-normalize the new numbers, you can estimate how much direct work was done against your Faction and what level of positive Support other Factions received.
It's not perfect science but usually works very well.

If you're getting hit directly (negative Inf vs. your Faction), you'll see a rather even re-distribution of your lost Influence. Yours went down, got distributed to all other Factions and these rise proportionally to their total Inf from the previous cycle/tick.
With experience (and any pocket calculator or spreadsheet matrix), you can identify and potentially benchmark the Intensity of the -Inf attacks. Plotted over a longer time, you might even be able to predict it and run a successful preemptive counter.

When correlated with Traffic Stats of Ship Traffic, it's sometimes even possible to isolate individual Ships/Ship types (requires tracking of own Traffic and obviously is best applied to limited Traffic Systems, naturally tends to stop working when traffic and traffic diversity exceeds certain thresholds).
It's very tedious, but at least in less frequented areas of space with limited Traffic, it's technically possible to track such traffic over time and identify its most likely own base of Operations. Even a Solo Mode runner.
Doing so involves alot of time and effort though, as this means running full Traffic Analysis every 24hrs on many Systems. Once you have isolated Ship type(s), the correlation with adjacent Sectors can begin. You're doing Traffic Forensics. Very tedious!

I didn't do that often, but I was able to reliably track down Solo runners that were operating as a small Group out of a 50-60LY distance. Was totally worth it though, as it finally produced the needed Targets for full-scale CI Operations :D
(which was a smashing (pun) success - they felt totally safe and never saw it coming... fun times)

Anyway, I always found above techniques extremely useful, especially when i.e. other Groups or Players from them made claims about "Who's doing it" or just really checking "What really happened there in the 1st place".
Already prevented alot of conflicts and usually permitted a much more effective defense (within given BGS limitations that is) - sometimes even allowed to give back some love.

The usual disclaimer : nothing described above can do magic, but it's worth a shot if the local environment is suitable for its application.
 
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