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

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I think one of the Major problems with these "experiments" is that the players are focusing on rep and influence gain and for the most part doing mission to increase these. The devs specifically Michael stated in the thread for the Lugh experiment that it was necessary to affect the system completely and that the economy has a huge influence on the simulation, much like real life economic strife spurs war/revolution especially since I do not believe the populations treatment by their government is simulated at all and it is assumed the citizens are content with their "masters". So what am I saying.

Well to have a true affect on the simulation and cause drastic changes I believe it would take a huge undertaking by the players. You would have to coordinate combat wings to attack enemy faction ships in the current and surrounding system, to include traders that are trading with surrounding enemy factions. The players would need their own group of traders to bring in essential supplies, i.e. weapons, food, medical, etc. but the traders would have to be willing to trade at a loss and not export goods to surrounding factions. Basically use the trading to crash the economies of other factions (with the help of the fighter wings). You would also have to counter players supporting trading or player combatants of other factions. On top of all this a third group of players would have to complete mission from your supporting faction as is common to do now. All this together would likely have a snowball effect on influence and allow factions to gain ground swiftly and not cap out or stall which is prone to happen at the moment. This would require players from different time zones coordinating efforts to have effects on the systems and factions 24/7. This would also require players to not worry about their own statuses/bounties/incomes and forgo progression in other parts of the game. With the gain being that once the faction that you are supporting gains ground and system space the rewards would flow from that.

I think these experiments have been productive so far but we are not getting the results we wish to see because we are not exploring and exploiting all the aspects of what makes the world tick. Obviously the smaller and less "galactically renown" factions/systems would be easier to effect. It would take months or even be impossible to overthrow core federal worlds as it should, but a drug faction in a fringe anarchy system should only take weeks if there is a combined all front effort.
 
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Another problem is that people expect influence and faction strength changes immediately. I imagine that changes will take days or weeks not hours. I traded 60 tons of weapons and completed three mission but nothing happened is a logical thing if one single person could have a profound effect or overthrow a system there would be mass chaos. Once wings are made possible in future updates I plan to try to organize an effort on a fringe system that will need fully dedicated and large groups. This would be even easier if we could share credits to help fund our traders or replace lost ships but I don't think that will happen.
 
You are way off here dude and no idea of what you are talking about. The system is simply broken and has been acknowledged, as a matter of fact is not a continued effort for 5 weeks enough to change a 0.1% at least!? The truth is that when changes has been processed a lot of this systems have experimented huge swings in everything, and the type of effort being put out by this groups in many cases in huge. Yes, coordinated action with concrete objectives by dozens of players in relatively small systems, this includes both rogue actions or economic action like trading, not only missions. Just because you are not doing it don't assume others are not doing exactly what you propose.

As for the rest: neither the simulation is that complex, nor the game mechanics are there to support certain type of gameplay. we don't even have a FUNCTIONAL RELIABLE CHAT in-game right now lol, havin't to resort to out of game voice comms 100% of the time is pathetic. People must get real, we are still playing a beta.
 
You are way off here dude and no idea of what you are talking about. The system is simply broken and has been acknowledged, as a matter of fact is not a continued effort for 5 weeks enough to change a 0.1% at least!? The truth is that when changes has been processed a lot of this systems have experimented huge swings in everything, and the type of effort being put out by this groups in many cases in huge. Yes, coordinated action with concrete objectives by dozens of players in relatively small systems, this includes both rogue actions or economic action like trading, not only missions. Just because you are not doing it don't assume others are not doing exactly what you propose.

As for the rest: neither the simulation is that complex, nor the game mechanics are there to support certain type of gameplay. we don't even have a FUNCTIONAL RELIABLE CHAT in-game right now lol, havin't to resort to out of game voice comms 100% of the time is pathetic. People must get real, we are still playing a beta.


100% true.
2 players in Mikhunn was manage to pull the expansion of Dukes to another system, and this is how it should work with tiny populated systems.
It should get a little bit harder and time consuming when trying to change powers in large populated systems. That is how i see it.
Background sim (broken), but inform us, that after each succesful mission our faction gain or lose 1% influence in the system where we do stuff for them (sometimes 0% - no change).
If the backround sim system will work correctly, I belive it should take about 100-200 mission to gain a lot of influence for supported faction.
It takes time - specially when working with factions that have low influence in the system (not a lot of missions).

But....the game was release to early (because of the Christmas time, they wanted to make profits). If we would have summer time atm, picked ppl would still played onlu BETA, unreleased version of the game.
Some players are mad at Chris Roberts that he works slowly on Star Citizen, but maybe he wants to release finish product.
Once again look at Witcher 3 devs - they announced that the game will be released at the end of the previous year, but they have founded some bugs, and change the release date to first quarter of 2015.
This is how you do it.

BTW i do appriciate how much was done in Elite game. I'm loving it. Playing non-stop, but as a big supporter i belive i have right to make an opinion about anoying and undone aspects of the game.
Im waiting eagerly for the patch that will much improve the background sim.
Still doing 20-40 mission per day for my Canopus Crimson Dragons experiment and it is not so easy here - at the end of known space.
 
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Well they have been improving it . Lately been an explosion of Civil Wars and conflict zones and many are reporting changes during the day rather than just when server resets. Things are getting more interesting every day it seems. Still wonder how conflict zones affect civil war. Is influence suppose to increase or just counts to one side winning the station.
 
Given the wealth of learning and experience of the people involved in this experiment and the other similar threads, I wonder if someone would be so kind as to write up the findings in a new post. Hopefully this will get stickied.
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Content could include all of the known methods to change influence or system ownership; the impact of doing missions, fighting in conflict zones, trading etc.
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I thought about doing it but I haven't been actively involved and don't like to post 3rd hand info as fact. I am planning on going on a 1 (possibly 2) man crusade against a small population to turn them to the empire and I'd love to see all of this info in a nice, clean, easy to understand place that can be built upon as the various patches/fixes/changes take effect.
 
Civil war is over in my system, lasted less than a day. I think it ended at the same time the influence updated today. (was away exploring so I'm not sure)
 
Given the wealth of learning and experience of the people involved in this experiment and the other similar threads, I wonder if someone would be so kind as to write up the findings in a new post. Hopefully this will get stickied.
.
Content could include all of the known methods to change influence or system ownership; the impact of doing missions, fighting in conflict zones, trading etc.
.
I thought about doing it but I haven't been actively involved and don't like to post 3rd hand info as fact. I am planning on going on a 1 (possibly 2) man crusade against a small population to turn them to the empire and I'd love to see all of this info in a nice, clean, easy to understand place that can be built upon as the various patches/fixes/changes take effect.

The info has already been compiled to the front.
 
Civil war is over in my system, lasted less than a day. I think it ended at the same time the influence updated today. (was away exploring so I'm not sure)

Can you let us know what you did to get Civil War going? You mentioned trading got you to 40% influence. Anything else done?


The info has already been compiled to the front.

Hey Walt, since we're getting some influence change now, maybe you should update the OP on this point.
 
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Can you let us know what you did to get Civil War going? You mentioned trading got you to 40% influence. Anything else done?

Yeah trading is the only thing I did to affect influence, once my faction influence got higher than the controlling faction civil war appeared as a pending status and went critical as I continued trading.
It sat at critical for a few days, I'm not sure how often the game update system's status. I also had a critical boom pending at the time, it's still pending right now.
 
Our experiences might be relevant to attempts to get the dukes to expand further:
https://forums.frontier.co.uk/showthread.php?t=100900

Trading might well be the only thing that has an influence on the outcome of a civil war - warzones at least seem to have no impact on influence. Ours is still going after several days though, so you might want to keep an eye on the thread and how it ends up.

Good luck, all.
 
Yeah trading is the only thing I did to affect influence, once my faction influence got higher than the controlling faction civil war appeared as a pending status and went critical as I continued trading.
It sat at critical for a few days, I'm not sure how often the game update system's status. I also had a critical boom pending at the time, it's still pending right now.

Interesting. That would mean your faction must have owned at least one station in the system. At this point, we don't have that luxury, so I guess we'll have to stick with missions.

Any updates on the influence? Last I heard it was within 0.1% influence between the Dukes and Dynamics.
 
I'm doing a hefty bit of exploring and should have a few million credits worth when I get back to civilisation. Hopefully if the timing is right, I can offload it to the Dukes and get down to work. Been waiting for the mechanics to finally/properly kick in.
 
Rebooted servers, status frozen.

HR 7327 Dynamic Commodities 30,3 % (Civil Unrest)
Dukes of Mikunn 30,2% (Boom)
Law Party of HR 7327 23,5%
HR 7327 Silver Societey 10%
New HR 7327 Future 6%
 
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