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

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I'm curious to see how the system wide influence works on flipping individual stations (in a multi-station system). If we do missions for minor factions, does it matter if we take them in the controlling station or in the station we want to flip?

In other words, is influence simply displayed system wide with local influence per station, or is it calculated system wide? Mr. Brookes mentioned "certain criteria" to initiate civil war, which leads me to believe, it's not just influence. Guessing civil unrest, famine, etc. Anybody know if those are system wide, or station specific?
 
my experience on instigating civil war was doing missions that added to the civil unrest, in LHS 1914 I did such missions for 2 factions as well as doing economic missions for just 1 faction and over the course of about a week the economic missions put that faction at boom and the unrest missions but both factions at civil war standing... so we had an economic boom and civil war at the same time as well as lockdown...

I would imagine famine and economic bust would feature as a negatives for whatever faction caused them... and should by rights lead to civil unrest...
 
my experience on instigating civil war was doing missions that added to the civil unrest, in LHS 1914 I did such missions for 2 factions as well as doing economic missions for just 1 faction and over the course of about a week the economic missions put that faction at boom and the unrest missions but both factions at civil war standing... so we had an economic boom and civil war at the same time as well as lockdown...

I would imagine famine and economic bust would feature as a negatives for whatever faction caused them... and should by rights lead to civil unrest...

That's interesting. Can anyone check, or does anyone know if famine is faction specific, station specific, or systems specific? So would only one group of people be starving on a station? It doesn't seem realistic, unless the factions are that segregated (possible during civil unrest / war).

If this is the case (faction specific), does it foment civil war to do missions that support famine (such as acquiring personal weapons) or purposely failing missions to increase famine?
 
Conflict zones are generated if the civil war includes the controlling minor faction.

Michael

Thank you Micheal,

That explains why I have seen one sided Civil Wars before then, maybe that needs to be looked into for the criteria for civil war because in LHS 1933 the civil war was only one faction and system sec at the conflict zones as I said and right now I am not sure about BRANGLAL but I think it was the controlling faction that is/was in a state of civil war, I just did not bother with engaging the conflict zones there after the experiences in LHS 1933 where you are fighting the system sec forces one on one as they are not hostile even when you choose the only faction option...

I would have thought that for a real civil war, there would have to be at least 2 factions with civil unrest for there to be any conflict? maybe I am misunderstanding something about civil unrest I dunno :D
 
Given that this thread is getting high quality attention from people who count, I'll drop this here rather than start a whole new thread.
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We've been working on Kan Aphu trying to PREVENT civil war and produce a prosperous peaceful area. The issue is that we don't seem to be able to get KAn Aphu out of the pending civil war state for any length of time. Countless missions have been run, pending state of "blank" has been observed on a number of occasions but the next day it is back to a pending state of civil war. We must be doing something wrong or it requires some "manual change".
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Thoughts/ideas/hints/feedback? At the moment it feels like an exercise in futility.
 
1 Civil war happens between minor factions of the same system - the only way to take a system now.
2 Civil war happens per station - the only way for stations to change hands
3 On possibly unclear feedback
4 Influence tracked per system not station
5Win civil war -> Capture station -> Possibly capture system depending on station

This may be obvious to others, but I'm starting to put this together into something that makes sense to me. So influence isn't directly coupled to ownership of the station / control of the system.

In order to start civil war, you need to increase the influence of your faction to challenge the dominating faction. Other criteria may be involved, either directly or indirectly (via influence, such as boom / famine / etc). Once civil war starts, it is somehow won by one faction or the other. I presume conflict zone outcomes drive the winner, but it's also been stated you only get conflict zones if the major faction is involved in the civil war. This begs the question of how civil wars between two minor factions (with no conflict zones) are determined. I'm guesing by running missions / influencing the "influence level."

This must be repeated until the major station is taken. In the case of HR 7327, there are 2 minor stations. Are the Dukes represented in both, or is it just a system wide influence readout? I ask, because I wonder which station would go into conflict first.
 
Given that this thread is getting high quality attention from people who count, I'll drop this here rather than start a whole new thread.
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We've been working on Kan Aphu trying to PREVENT civil war and produce a prosperous peaceful area. The issue is that we don't seem to be able to get KAn Aphu out of the pending civil war state for any length of time. Countless missions have been run, pending state of "blank" has been observed on a number of occasions but the next day it is back to a pending state of civil war. We must be doing something wrong or it requires some "manual change".
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Thoughts/ideas/hints/feedback? At the moment it feels like an exercise in futility.

Kill wanted ships, do missions for factions not affected by the civil war. Trade to the stations with things that boost the standard of living modifier of the system ( luxuries, foodstuffs, consumer goods etc) Missions that reduce civil unrest perhaps. There is no room for peaceful takeovers yet. So as the system is complete u may have to push it to civil war and then see who wins. Submit a ticket. Perhaps there are others in solo mode who are not aware of this experiment but are having an influence, or it could just the snowball that micheal has mentioned where one event leads to another - but there needs to be a way of pushing it the other way.

What ive found from reading other threads is economic boom will reduce civil unrest ( so trade trade trade)
 
We should have damn more detailed info about our progress in the chosen system, when we are trying to change influence there.
Who is against us? Solo/Open/Private Groups modes. When i complete the mission and i see 1% up for supported faction - I WANT TO SEE that it is going up for 1%.

I payed for this game 60$ and i feel like a blind bat, while im trying to raise influence in another system.
I want from devs to answer, will they be able to implement additional, more detailed information IN GAME for the players who are doing the missions, so they are able to see their own progress in the game.
Here is an exemple of my irritation:

1h ago, I did 5 missions for Marki Rats in Marki System. 3 of 5 missions (after I done it) informed me that Marki Rats influence in the system has been up for +1%...but their influence still stayed at 13.9%.
Is the game lying to us? Please explain to me why im getting wrong mission data?
Why nothing changes in system? Do we all missing some point here? Maybe we just can't shift powers between the faction?
If after each succesfully mission, there would be +1% influence raise, it would mean that you would need like 100 missions to raise influence from 0% to 100%.
I can accept even 300 missions and 0.3% influence for each one, but PLS make this system to work and not to give wrong data to the players.

Even trading is not working as in other games like that:
When i buy supplies, amount left in the station is changing right away, but when I sell supplies, demanding amount does not change right away, but after a long while, when i bring like +500% more then needed.
Afcorse prices does not change right away aswell.
Who's idea was this to make it like that?
In other games (Eve Online etc) when i buy and sell something - the numbers/prices drops, changes right away. That is just standard these days in good games.

But back to the influence issue - it just does not work as it should.
We have zero infomation about our progress in that matter when we dicide to spend hours and hours to do missions. I want to see the damn, REAL progress, otherwise is -80% less fun.

More detailed and real numbers please!

All that discussions above does not make much sense - I mean if the background sim would work like devs intened (?) - we would knew exectly how we are doing while changing influence in the system.

Again more details, more numbers pls!

And other thing - Yesturday i did around 30 missions in the large population system - Jeterait.
I did the missions for major empire faction there (in boom state), because i've notice on System Map, that influence changes there once a while. (working?)
I did 10 missions each time and give them all away at once. So there was like 3 runs you can say to complete whole 30 missions.
And then i was damn supprised because faction i was doing mission lost -0.4% influence in the same time.
Ok - maybe there was like 10 other players doing mission for opposite faction there, or maybe it is corruption bug (like someone called it before), BUT as a player I want to know!
I want to have possibility, to be able to access information in the game, who is working against my faction. Do i have a chance alone to increase influence for my faction, or i need to call for support?
Anyway,Ii think it is another problem with background sim, because main station there (controlled by supported faction) is a good trading route.
And is saw some Type 6/7 player's ships doing trades there, so i dont belive, my 30 missions where against 60 missions done for opposite faction and completed by unknown, unseen players that made my effort worthless and at the end influence -0.4%.

Or maybe, maybe NPC are so powerful by doing their own simulated tasks (missions, combat, trading), that 1 or 2 players wont have enough power (even playing 10h a day) to change influence in the way they want to.
Can devs explain that mechanizm for us? Is the game designed like that? I dont think so. Atleast something else was promised.

Please hire some guy who will make this work and with better, more detailed GUI friendly.
 
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Kill wanted ships, do missions for factions not affected by the civil war. Trade to the stations with things that boost the standard of living modifier of the system ( luxuries, foodstuffs, consumer goods etc) Missions that reduce civil unrest perhaps. There is no room for peaceful takeovers yet. So as the system is complete u may have to push it to civil war and then see who wins. Submit a ticket. Perhaps there are others in solo mode who are not aware of this experiment but are having an influence, or it could just the snowball that micheal has mentioned where one event leads to another - but there needs to be a way of pushing it the other way.

What ive found from reading other threads is economic boom will reduce civil unrest ( so trade trade trade)
Been doing this sort of thing since gamma. I'm allied with all peaceful factions, piracy is all but nonexistent, and the outpost is constantly adding facilities. Up until the past week or so I was about the only person fiddling with it, so interference was unlikely. The players I am in contact with are on the same page so far as what missions not to do. The only thing not accounted for is I have no dedicated trading vessel, but one of my cohorts does and has been hitting that. It may very well be that we are too few in number to have the required impact...but that begs the question why did the status change temporarily on multiple occasions? There's something missing in our calculations, obviously.
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Edit: It may be good to add that we are attempting to stabilize the system, which is currently aligned with the Alliance. The faction facing civil war is also aligned with the Alliance. My foreboding is that allowing a civil war to occur might cause the system to go independent or something of that nature.
 
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Another influence bug is with influence wrong display on System Map when you compare it with System Status Bar in your ship.
I flew to the Gongalungul system and clicked on System Map and their main faction influence was 82.1%.
Then I went to my ships Status-->System Status Tab and there the same faction had 81% influence and blue arrow up.
When i clicked again System Map - suddenly influence droped down there to 81.6%, when i turn off System Map and turn it on again - influence was again 82.1%.
I repeated the thing with Status--> System Status Tab and again System Map showed lower influence 81.6%.

Just great. The whole simulation system is full of bugs.
 
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Been doing this sort of thing since gamma. I'm allied with all peaceful factions, piracy is all but nonexistent, and the outpost is constantly adding facilities. Up until the past week or so I was about the only person fiddling with it, so interference was unlikely. The players I am in contact with are on the same page so far as what missions not to do. The only thing not accounted for is I have no dedicated trading vessel, but one of my cohorts does and has been hitting that. It may very well be that we are too few in number to have the required impact...but that begs the question why did the status change temporarily on multiple occasions? There's something missing in our calculations, obviously.
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Edit: It may be good to add that we are attempting to stabilize the system, which is currently aligned with the Alliance. The faction facing civil war is also aligned with the Alliance. My foreboding is that allowing a civil war to occur might cause the system to go independent or something of that nature.

The outpost adding new faciilities, do u have screenshots of the upgrades being applied over time. Because this news to all of us, there were some rumours of outposts going to stations but nno one has seen it yet. Do u have photographic or descriptive evidence ?
 
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.

I haven't spent much time with faction gameplay yet. Though I did get allied status with a pirate faction called Purple Camorra in a Federation system which I will not be naming here. One thing I noticed was that it is far easier to increase influence when the faction has very little. Most missions I was turning in when the faction was at 1.9% influence would immediately grant a .1% increase, once the faction reached about 12% it started moving much slower. I could turn in 10 missions and not gain a single percentage. At this point I think I would need more players assisting me if I want to see it continue to go up, possibly we need to find ways to sabotage the other factions as well.

Something else to consider, many of these factions exist in more than one system. It might help to scour the galaxy and find all of the systems they exist in and help bring those systems up too, maybe to further gain influence you need to increase their influence in another system.
 
The outpost adding new faciilities, do u have screenshots of the upgrades being applied over time. Because this news to all of us, there were some rumours of outposts going to stations but nno one has seen it yet. Do u have photographic or descriptive evidence ?
WHen I say "adding facilities" it refers to additional landing pads and structures. Pictures over time? No. But I"ve been watching the thing show more outwards signs of growth and prosperity for a while now. One thing is for sure, you don't build an addition on your house when you are starving.
 
Been doing this sort of thing since gamma. I'm allied with all peaceful factions, piracy is all but nonexistent, and the outpost is constantly adding facilities. Up until the past week or so I was about the only person fiddling with it, so interference was unlikely. The players I am in contact with are on the same page so far as what missions not to do. The only thing not accounted for is I have no dedicated trading vessel, but one of my cohorts does and has been hitting that. It may very well be that we are too few in number to have the required impact...but that begs the question why did the status change temporarily on multiple occasions? There's something missing in our calculations, obviously.
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Edit: It may be good to add that we are attempting to stabilize the system, which is currently aligned with the Alliance. The faction facing civil war is also aligned with the Alliance. My foreboding is that allowing a civil war to occur might cause the system to go independent or something of that nature.

Yeah that would make sense, sounds great.
 
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