Fix Anarchies before they go extinct !

so long as anarchy factions can't be entirely eliminated in the BGS, anarchy systems can never really go extinct.

Make anarchy systems the only systems interstellar offices.
Make anarchy systems the only systems with material traders
Make anarchy systems the only systems with certain "military grade" modules (hull, shield cells etc). Including all size huge weapons. This includes eliminating the modules from the founders world system.
Make anarchy systems the only systems with black markets

These 4 changes would incentivize the overall playerbase to revitalize anarchy systems and oppose the players who are grinding these massacre missions.

Should be more than enough incentive to get some players to flip systems. I mean, if powerplay can drive system flipping just from the offer of reducing powerplay exclusive merit triggers, the above should be more than enough to turn players towards flipping for anarchy. And even better is if the mechanism that eliminates them remains, this will be an ongoing struggle and that is better for the game.
 
so long as anarchy factions can't be entirely eliminated in the BGS, anarchy systems can never really go extinct.

Make anarchy systems the only systems interstellar offices.
Make anarchy systems the only systems with material traders
Make anarchy systems the only systems with certain "military grade" modules (hull, shield cells etc). Including all size huge weapons. This includes eliminating the modules from the founders world system.
Make anarchy systems the only systems with black markets

These 4 changes would incentivize the overall playerbase to revitalize anarchy systems and oppose the players who are grinding these massacre missions.

Should be more than enough incentive to get some players to flip systems. I mean, if powerplay can drive system flipping just from the offer of reducing powerplay exclusive merit triggers, the above should be more than enough to turn players towards flipping for anarchy. And even better is if the mechanism that eliminates them remains, this will be an ongoing struggle and that is better for the game.
Tragedy of the commons applies here, I'm afraid.
Players will happily go and destroy an anarchy or any other faction if that's what it takes to get their stuffs faster, and once they has their stuffs they don't need to care about whether the faction remains or not.

If they need to get more stuffs, they'll just filter the galaxy map by government type or hit up inara and move on to the next fishing ground.

And they'll take advantage of the few people that do care enough to actually maintain the pond until those people give up. Then they'll complain that there's no fish left anywhere.
 
Make anarchy systems the only systems with material traders

Funny you should say that. As it stands now, anarchy is the only government that closes Material Traders & Tech Brokers on arrival. Makes us even more welcome.

First priority would be to stop the bleeding by fixing the destruction being caused by us being the only antagonist in the game. Everything else is a welcome bonus.
 
If you take a pirate massacre, one of the wrinkles you can get is a contact offering to increase your pay if you switch targets and take out some bounty hunters instead.
How about letting us go after the bounty hunters from the get-go?
Absolutely this ^

Where are the bounty hunter massacre missions fdev??
I would be fine with them being illegal missions by the way, as long as they pay better than the cost of the bounties.
 
Tragedy of the commons applies here, I'm afraid.
Players will happily go and destroy an anarchy or any other faction if that's what it takes to get their stuffs faster, and once they has their stuffs they don't need to care about whether the faction remains or not.

If they need to get more stuffs, they'll just filter the galaxy map by government type or hit up inara and move on to the next fishing ground.

And they'll take advantage of the few people that do care enough to actually maintain the pond until those people give up. Then they'll complain that there's no fish left anywhere.

Doesn't stop the system flippers in powerplay and they have far less incentive to do what they do since nothing in powerplay ever really changes - so there is effectively no point to doing any of it. Yet they do. And they're successful at it.
 
Could you point me in the direction of how to do that ? I have no idea.
Lots of advice here:


Pick a faction & do activities that help them & suppress others. In general Supporting an Anarchy faction is harder than other faction types because of the lack of bounties but once you can sell commodities and exploration data to an asset they own it gets easier to help them grow.

Start in a low (player) traffic system if you've not done faction support before.
 
I think the question to ask is, how many anarchy nations are there in real life? None that I can think of.

That is because no decent person is going to live in a place without a government. When someone can rob and/or murder you with no consequence, either people are going to flee or eventually the people band together and form some kind of government to protect themselves.

It is realistic that it is hard to maintain.
 
Lots of advice here:


Pick a faction & do activities that help them & suppress others. In general Supporting an Anarchy faction is harder than other faction types because of the lack of bounties but once you can sell commodities and exploration data to an asset they own it gets easier to help them grow.

Start in a low (player) traffic system if you've not done faction support before.
You can also sell to their black market and do their piracy/smuggling missions (which don’t pay enough)
 
Lots of advice here:


Pick a faction & do activities that help them & suppress others. In general Supporting an Anarchy faction is harder than other faction types because of the lack of bounties but once you can sell commodities and exploration data to an asset they own it gets easier to help them grow.

Start in a low (player) traffic system if you've not done faction support before.
@zeta - this. And a few other tips:
  • take missions for the other factions, and let them expire - this nicely reduces their influence (just watch out not to do this too much to the faction controlling the system, because if you end up at Hostile with them you get attacked on sight continuously)
  • sell stolen goods at a black market to reduce the influence of the faction that owns that station
  • get fines against a station owner - easiest way is to dump biowaste close to the target station
  • when you're reducing the influence of the other factions, try not to let two factions have the same influence because then they enter an Election state for up to 7 days and can't be shifted until the election is over
The missions for the anarchy faction are often quite fun space crime ones. I've found a hit & run Viper III to be good for the "damage the surface installation" type missions; skip the SRV stage, just fly in low and missile the power grid at point blank range.

When your anarchy faction reaches 60% or so, there will be a civil war for a few days. Win a couple of CZs each day and you'll have a made an anarchy.

(thanks @SteveWW57 for originally giving me these tips, particularly the biowaste one ! such a stylish way of reducing influence)
 
  • when you're reducing the influence of the other factions, try not to let two factions have the same influence because then they enter an Election state for up to 7 days and can't be shifted until the election is over
I will say, however, that the other day I inf-locked factions in two systems on purpose, because the anarchies I was supporting were about to finish their respective wars against a lower faction. With the above factions locked, I can boost the anarchists up past them without locking inf with either of the warring parties, and as long as I do it before their wars finish I've got a clear shot at the system controllers.
 
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