Mercs of Mikunn results after 3 weeks of effort - Also a request for documentation, in game and out

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See, part of me thinks that the reason some of you guys are having problems flipping systems is because you bring attention to yourself in the forums. Keep in mind that most people who play this game play solo, right? So, when you make a post on the forums about how you're trying to flip a system you might get some folks to assist you but you will also be attracting folks who will join the other side of the conflict. Solo mode effects the game the same way Open does, so when you post open information about what system you're in or what faction you're trying to boost has it never occurred to you that maybe that is part of your issue?
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See, part of me thinks that the reason some of you guys are having problems flipping systems is because you bring attention to yourself in the forums. Keep in mind that most people who play this game play solo, right? So, when you make a post on the forums about how you're trying to flip a system you might get some folks to assist you but you will also be attracting folks who will join the other side of the conflict. Solo mode effects the game the same way Open does, so when you post open information about what system you're in or what faction you're trying to boost has it never occurred to you that maybe that is part of your issue?
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(1) We are so far out of the way many of the players give up trying to come out here. You have to be commited.
(2) Most aren't interested in stopping the experiment
(3) To be as organized as we are and get as many players I would have noticed
(4) The likelihood that we are so evenly balanced that not one faction would have changed influence % by even .1% is mind bogglingly low.
(5) I haven't noticed any open visitors who weren't with us over that three week period except 2. The likelihood that people who support HR are just naturally inclined towards solo play is also very low.

The devs already posted it was a bug anyway, and the first post has been updated to reflect that.
 
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1. That hasn't been determined yet, but off the top of my head we'd look at the activity on the borders and see where expansion would make sense based on that activity. It would also play into players getting involved to help make the expansion happen.

2. New stations are not added automatically.

3. Stations cannot change themselves automatically.

Michael

This was very helpful, and I'm glad you told us and saved us time pushing something that wasn't there.

My next questions revolve around the answers you gave about the system being performed manually in these areas, if you still have time....

(1) If these things don't happen automatically are the devs currently upgrading stations, according to player data and activity? Or alternatively, while automation isn't present, are you currently considering player actions to decide which stations to upgrade manually. (For example: would player actions that are taking place at Mikunn right now, count towards the upgrade of the horribly traffic ridden single outpost?)

(2) You said that you haven't determined the data that will be used to determine expansion into new systems yet. Has it been determined for station upgrading?

(3) When you do it manually or when you plan to do it manually is/will there be a determined list of factors that have to be satisfied that then alert you to possible change? The list of systems to pay attention to is so large I imagine it would be hard to consider each without a system somewhat checking on this for you. How do you intend on giving each system fair consideration?
 
See, part of me thinks that the reason some of you guys are having problems flipping systems is because you bring attention to yourself in the forums. Keep in mind that most people who play this game play solo, right? So, when you make a post on the forums about how you're trying to flip a system you might get some folks to assist you but you will also be attracting folks who will join the other side of the conflict. Solo mode effects the game the same way Open does, so when you post open information about what system you're in or what faction you're trying to boost has it never occurred to you that maybe that is part of your issue?
?

Very true and possibly part of the cause, but even groups who aren't publicising their locations are having the same issue. And in cases where they are then frequently the influence isn't moving at all, even by 0.1% which would require that anyone working in opposition to be doing exactly the same, or very close to, the same amount of influence affecting action.
 
What can be the benefits of system/station flipping for a player? This is a very interesting part of the game but i have no info about why i should flip a station or system other then faction change.
 
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Do we know if there is any other way of affecting influence except for missions/trade? For example does destroying CLEAN vessels of a particular faction reduce influence?
 
why is expanding into uninhabited systems, station expansion etc. not simulation driven?
so to make this universe breathe the devs have to manually ventilate it or do i miss something? thought thats what a bachground simulation is for?!
 
Do we know if there is any other way of affecting influence except for missions/trade? For example does destroying CLEAN vessels of a particular faction reduce influence?

Noone knows. I'd say it increases lockdown and civil unrest.

We'll find out as soon as the influence system is actually working.
We already set up a few experiments in the group I fly in, but there really is no use for experimenting with the influence mechanics as long as you do not know whether your system has the queue-bug or the faction-home-system bug or not.

Because you invest hours of your time to find something out about the system, and the result is always:
We don't know if it is bugged, or it has no influence, or it has influence but we didn't do enough. Because the results are always Zero.
 
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>why is expanding into uninhabited systems, station expansion etc. not simulation driven? so to make this universe breathe the devs have to manually ventilate it or do i miss something? thought thats what a bachground simulation is for?!

Read the thread. The background simulation doesn't do expansion (yet) but it does simulate existing systems (I like how you tried to load your question there)


I hope they make the influence bug a top priority, seems like a really big gameplay bug that should get sorted ASAP, as really, the factions/control is at the heart of the content.
 
We'll balance it so missions can be generated for factions without influence, or low influence. This means heroic comebacks could be possible.

Michael

That's great. I'd imagine low influence factions would be poor, and thus could only post donation missions or low paying missions at first. Thanks again for dropping in on this thread.
 
Click on the dev button by the thread and it should list my posts and any others from devs in that thread.

Michael
Maybe i'am missing something but if i click the dev button (red elite logo) by the thread it just jumps to the first dev post in that thread and didn't lists the other dev posts, it's just shows all the post in the thread.
 
Hi there, thanks Michael for all the clarifications.

Got a few questions myself regarding the change of influence with fighting :
1 - if I decide to fight for the ruling faction within a system in a civil war, will I get bounty for killing on sight people from the opposite faction ?
2 - does killing people in USS / Extraction Site / Nav Beacon have any influence on the fight for influence ? Or do we have to stick to missions and conflict zone to help a faction ?
3 - if the system is not in a civil war, does killing NPC (that aren't Wanted, nor part of a mission objective) have any effect on the influence struggle ?

Thanks !
 
If you're refering to my post about Dain, it wasn't one faction out of 4 in a state of civil war, it was a system with ONLY one faction present. The faction was at 100%, no competing faction was present, and it was in state of civil war.

I've raised a ticket for them.

yes the same in branglal I believe (or was) 1 faction in expansion and civil war

also in LHS 1933 there are more than one faction and one of the minor factions went to civil war state but none of the other factions did so it was 1 faction and system sec forces only at the conflict zones and when you engaged in the conflict zone you only had 1 faction choice (obviously) and then the system sec did not turn red, only individual ships once you fired on them
 
Whee what an informative thread! If all of these bugs are fixed and influence increases and decreases without a hitch, the one thing I'd really really really like is for "civil wars" to actually involve fighting. Randomly coming out of frame shift into the middle of a huge firefight would be brilliant, but more doable would be missions like "Join the Battle at Lave Station" or "Sabotage Enemy Supply Lines (Probably by Killing this one Guy)."

The civil war system puts in place conflict zones of different intensities for players to engage in.. as well as possible checkpoints with naval ships by the main faction (alliance, fed, empire)
You get missions to join the conflict zones from the bbs in system and neighbouring systems as well and you can also just jump in pick a faction and fight :D
When they are in civil war I did notice (possibly) an increase in the number of assassination and kill type X missions
 
The civil war system puts in place conflict zones of different intensities for players to engage in.. as well as possible checkpoints with naval ships by the main faction (alliance, fed, empire)
You get missions to join the conflict zones from the bbs in system and neighbouring systems as well and you can also just jump in pick a faction and fight :D
When they are in civil war I did notice (possibly) an increase in the number of assassination and kill type X missions
I haven't seen any conflict zone missions since gamma. Are these still coming up?
 
What can be the benefits of system/station flipping for a player? This is a very interesting part of the game but i have no info about why i should flip a station or system other then faction change.

Maybe the satisfaction of removing a major faction from ownership and making the system owned by a different major faction / independant?


I haven't seen any conflict zone missions since gamma. Are these still coming up?

Yes, in LHS 1914 shortly after release I (and probably others) was able to send 2 factions into civil war and the next day there was conflict zones and checkpoints in place in the system. in a couple of neighbouring systems there was also civil war and conflict zones that 'developed'

a couple of days ago Branglal (which has been showing an expansion flag for a while) went into civil war as well... I am not sure why but anyway BRANGLAL PLC are the controlling faction of that system and I think their maybe a minority faction or 2 but if memory serves BRANGLAL PLC own both stations in the system... and the are posting a lot of missions in the LHS 1933 BBS so maybe I will take some missions in the next couple of days and see if I can boost their influence in LHS 1933 I believe they already have a fair amount in influence in that system too
 
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