Fix Anarchies before they go extinct !

Okay, okay... vikings was a bad example. I'll flog myself later for that one.
I would just think that anarchies are more chaotic and would operate better when a system is being raided as opposed to long term ownership, as things would probably break down.
More nomadic than the settling down types.
 
They should also do some changes about hostility with factions (since criminals like we have often problems with hostile factions). Like for example, changing criminality status of hostile factions ships from clean/wanted to enemy (like in PP ships). Murdering those ships still grants bounty on your head, but will not notoriety, even if you murder security ship. Access to stations should be granted even in hostile stations, but with limited access (only trading and black market will be available, rest of services will be restricted). Of course hostile ships still can attack you on sight, but stations should not, unless you're break a law.

But yeah, for anarchists it's needed more changes, not only this ones, but more. I think, that we're treated, like we doesn't exists, without a laws to do anything, even in GalNet.
 
Always the history off topic comments. History has literary nothing to do with the BGS problem this thread is all about.

Not to mention FDev already screwed up on the historical front by somehow throwing together very hierarchical criminal organizations and non hierarchical anarchies and making them the archetypical game villain. It's horrible game design no matter how you look at it.
 
Not to mention FDev already screwed up on the historical front by somehow throwing together very hierarchical criminal organizations and non hierarchical anarchies and making them the archetypical game villain. It's horrible game design no matter how you look at it.
Especially when you consider what made Riedquat "anarchy" in the first place in the original game lore.
It wasn't "anarchy" because it was run by a criminal mob. It was anarchy because the ruling factions of the system were locked in a perpetual state of forever-war.

If fdev had wanted to make Riedquat true to the previous games, they'd have seeded it with a full complement of criminal factions with no room for non-natives to expand in and just waited for nature to take its course.
 
Especially when you consider what made Riedquat "anarchy" in the first place in the original game lore.
It wasn't "anarchy" because it was run by a criminal mob. It was anarchy because the ruling factions of the system were locked in a perpetual state of forever-war.

If fdev had wanted to make Riedquat true to the previous games, they'd have seeded it with a full complement of criminal factions with no room for non-natives to expand in and just waited for nature to take its course.
Alternately, it would have been an interesting and somewhat realistic mechanic if systems became functionally lawless when the controlling faction was locked in a civil war. Quite a few systems would have ended up as Riedquat-style anarchies in that case!
 
I haven't done much Odyssey engineering, largely because my character isn't a homicidal maniac, and gathering materials without slaughter is rather slow.

I'd prefer to do it with mission rewards. And missions tend to target all economies IIRC, which would ease the pressure on anarchies.

Frontier should ensure that all missions have a material-reward option (the boards are cluttered with missions that don't), and all missions should offer more than just ONE item as a reward.
 
I haven't done much Odyssey engineering, largely because my character isn't a homicidal maniac, and gathering materials without slaughter is rather slow.

I'd prefer to do it with mission rewards. And missions tend to target all economies IIRC, which would ease the pressure on anarchies.

Frontier should ensure that all missions have a material-reward option (the boards are cluttered with missions that don't), and all missions should offer more than just ONE item as a reward.
It's perfectly possible to salvage abandoned settlements for mats without dealing with civilians.
In some of the smaller ones it's even possible to get in and out before the scavvies even turn up.
 
Alternately, it would have been an interesting and somewhat realistic mechanic if systems became functionally lawless when the controlling faction was locked in a civil war. Quite a few systems would have ended up as Riedquat-style anarchies in that case!
don't threaten me with a good time I've been saying for ages that war states should disable crime reports and make systems effectively lawless for the duration whether you're in a CZ or not

and pay bonds for destroying the ships of one of the warring factions.
Maybe as a formality you have to visit a station and collect a letter of marque from one of the belligerents first or something but hoooh boy am I down for some good old fashioned privateerin'

edit: or combine the two - add a "letter of marque" mission that effectively gives you licence to go cause trouble in the enemy's territory, paying bonds and nullifying notoriety for every ship you kill of the relevant faction regardless of what system you do it in. So if the Big Boys of Beta Sigma expand into the Factio Minoris system and start a war, then people supporting the Factio Minoris Guild or whatever can pick up a letter of marque from the mission board - as long as that mission is active, you can go to any system where the Big Boys are present or controlling and start attacking "legitimate targets".
The pilots fed recognise this as being carried out under the authority of a letter of marque, so they don't consider it to be a notoriety issue no matter how big the bounty gets, much the same as they don't care about killing targets for a massacre mission. Sure, you'll accrue a bounty with the BBoBS, but it'll be outweighed by the bonds you're collecting (plus whatever loot you manage to swipe from any "enemy" "logistics")
 
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So with the pending flood of console players about to transfer across with little or no idea about how things work in Odyssey (so the usual suspects will be watched for clues as to how to proceed. YouTube being the font of knowledge these days) Do Anarchies have a plan to get ahead of the storm?
 
So with the pending flood of console players about to transfer across with little or no idea about how things work in Odyssey (so the usual suspects will be watched for clues as to how to proceed. YouTube being the font of knowledge these days) Do Anarchies have a plan to get ahead of the storm?
The best option may be to weather the storm and see where we are afterwards. Not every console player coming to PC is necessarily to the detriment of anarchy factions.
 
Maybe someone can make a video saying that taking recovery and restore missions is enough to gather most any material you need. Also important to choose the right places and faction status. No need to go on a murdering spree at an anarchy site, unless of course that is exactly the thing you want to do..

There is something to be said for wasting hours in a video game if you enjoy what you are doing, no need to lock yourself into a specific gameplay in order to min/max your progress. Try many different missions in different places and see if you can figure out what you like doing, and how economy/size/status/etc influences what missions are given and what rewards they might give.

There's more than one way to skin that poor proverbial cat.

Edit: And if you do find a good site doing a restore run, then at the end take the power regulator, go into supercruise, abort, and then come back again and you can repeat the mission. A mild form of relogski without relogging :) But it allows you to get to learn a site and do it better/faster the next time while stocking up on some of those mats you are needing.
 
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Maybe someone can make a video saying that taking recovery and restore missions is enough to gather most any material you need. Also important to choose the right places and faction status. No need to go on a murdering spree at an anarchy site, unless of course that is exactly the thing you want to do..

There is something to be said for wasting hours in a video game if you enjoy what you are doing, no need to lock yourself into a specific gameplay in order to min/max your progress. Try many different missions in different places and see if you can figure out what you like doing, and how economy/size/status/etc influences what missions are given and what rewards they might give.

There's more than one way to skin that poor proverbial cat.

Edit: And if you do find a good site doing a restore run, then at the end take the power regulator, go into supercruise, abort, and then come back again and you can repeat the mission. A mild form of relogski without relogging :) But it allows you to get to learn a site and do it better/faster the next time while stocking up on some of those mats you are needing.
I just look at my own history in the game. Personally I couldn't be bothered going all the way to the Peiades for a meta alloy so went for Elvira instead. Got some pretty nice shields for my Courier at the time too and could start of towards Palin earlier. The popular route isn't always the best for every player.
 
I've recently had the opportunity to take a few missions from my Faction that target Iah Bulu and have made an interesting observation: I've noticed a staggering increase in spawning frequency of higher-grade materials than any other government type, even after factoring in Threat Levels. For instance, I've never seen this happen outside of Iah Bulu:

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I have a hypothesis that the loot tables for Anarchy Factions are skewed such that they spawn those much-needed materials more frequently than other government types, thus unfairly putting them at a higher risk of attack from players looking to upgrade their gear. I only have a sample size of 1 Anarchy system at the moment, but I was absolutely astonished at the frequency I was gathering the rarer types of Data and Assets... when the dust settles in Minun (if I win the war that is, which may not be a certainty based on system traffic / Fleet Carrier presence) I'll have to look into this further.
 
I've recently had the opportunity to take a few missions from my Faction that target Iah Bulu and have made an interesting observation: I've noticed a staggering increase in spawning frequency of higher-grade materials than any other government type, even after factoring in Threat Levels. For instance, I've never seen this happen outside of Iah Bulu:

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I have a hypothesis that the loot tables for Anarchy Factions are skewed such that they spawn those much-needed materials more frequently than other government types, thus unfairly putting them at a higher risk of attack from players looking to upgrade their gear. I only have a sample size of 1 Anarchy system at the moment, but I was absolutely astonished at the frequency I was gathering the rarer types of Data and Assets... when the dust settles in Minun (if I win the war that is, which may not be a certainty based on system traffic / Fleet Carrier presence) I'll have to look into this further.
You're not the first to note that there's something odd about the loot table at Iah Bulu, but I think it's not a generic anarchy thing. I've worked in a few different anarchy systems and not seen drops like that. Something else going on there.
 
Arai's mine in Iah Bulu is a very popular grinding spot. All the loot might be a result of a variety of factor. Base layout, being an "extraction" place, anarchy, various BGS thing, some weird bug...

The issue with anarchy being looted is unfortunately not something you can solve easily by telling people to go elsewhere. It's the path of least resistance doubled with a snowball effect. People make post about arai's mine and others. Youtube videos, or even app like Ed material helper list the top 5or so place with the most recorded loot per material, and when people see the same place a lot, they go there to.

It's human. Follow the path of least resistance and follow the herd.
 
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