Michael there is a bug where action effects are not being applied for factions not owning a station. Tickets have been open about this.
The 'expansion' state seems to screw up mission effects being misapplied too (we got both cases, effects being applied to the origin system like in Mikunn, and in other cases effects only being applied to target system regardless if the expansion state has ended and where you took the missions from, look Naitis for this case).
Some systems still seem affected by workers not processing the queue (look up Sikarici for example, we got up a Boom state with zero changes in influence for any station regardless of what we did).
Your queue system really needs more work... it's a mess. And the problem is people loses interest and stops playing, understandably.
In addition it would be nice to know if you are thinking about balancing the different actions. I've the impression that generated profit is the main driver (I don't know how would this apply in case of offensive actions, like combat missions or destroying random npc's), and trading is way OP compared to mission running (which is in general way more inefficient).
Is nonsensical that a guy with a T9 can move more influence that dozens of players running missions.
Those are the main problems we are encountering right now with the .
The 'expansion' state seems to screw up mission effects being misapplied too (we got both cases, effects being applied to the origin system like in Mikunn, and in other cases effects only being applied to target system regardless if the expansion state has ended and where you took the missions from, look Naitis for this case).
Some systems still seem affected by workers not processing the queue (look up Sikarici for example, we got up a Boom state with zero changes in influence for any station regardless of what we did).
Your queue system really needs more work... it's a mess. And the problem is people loses interest and stops playing, understandably.
In addition it would be nice to know if you are thinking about balancing the different actions. I've the impression that generated profit is the main driver (I don't know how would this apply in case of offensive actions, like combat missions or destroying random npc's), and trading is way OP compared to mission running (which is in general way more inefficient).
Is nonsensical that a guy with a T9 can move more influence that dozens of players running missions.
Those are the main problems we are encountering right now with the .
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