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

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Apologies if an answer has been given for this one.

Does blowing up faction ships (clean or otherwise) and authority ships have an effect on the factions when you do it outside of bulletin board missions?
Along the same lines, does blockading a faction's station (thoretically reducing the amount of trade it does) also help influence change?

Quoting for new page - I'd like to know this as well.
 

Javert

Volunteer Moderator
You need to cash the bounties in.

Michael

Hi, by bounty hunting do you mean bounty hunting missions awarded by the minor faction. If you are just randomly shooting wanted players in a system, the bounty voucher would only be for the controlling faction wouldn't it?
 
This is incorrect - boom states will end naturally and without intervention.

Michael

Yes, it was mentioned after by another CMDR that there is an artificial timer to stop a state. As I pointed out, a faction will enter Boom, continue to gain Wealth for 3 weeks (hearsay), then be forcibly stopped and enter a cool down. However, if the Wealth of the system isn't diminished by CMDR's by the amount required to trigger the boom in the first place, plus all the wealth it gained for being in BOOM for 3 weeks, then it will immediately go back into Boom once the cool down expires. That is unstable.
 
Hardly ideal indeed. It shows the simulation is broken and always ends at the same end condition, which is one big influence winner and all others are irrelevant. They went and added a band aid to break the cycle, allowing CMDR's a chance to change the outcome after that cool down expires. But that's a broken design.
It should have been a stable simulation that always ends in a balanced distribution for influence. Then CMDR interaction pushes sub-factions into those various states that can shift the simulation in any particular direction. And FDev could go into low trafficked systems and artificially create conditions to draw attention or produce a conflict for their storylines.

Stable to me sounds like a dead universe. So nothing changes at all, unless players intervene? And that is an "unbroken simulation"? I would think a simulation should simulate a dynamic system. One thing we don't know about is, do minor factions have any sort of agency? Do they "want" to expand more or less than other minor factions? These types of characteristics could make an even more dynamic universse. It would be really cool if Allied commanders could be told of these "plans."

Yes, it was mentioned after by another CMDR that there is an artificial timer to stop a state. As I pointed out, a faction will enter Boom, continue to gain Wealth for 3 weeks (hearsay), then be forcibly stopped and enter a cool down. However, if the Wealth of the system isn't diminished by CMDR's by the amount required to trigger the boom in the first place, plus all the wealth it gained for being in BOOM for 3 weeks, then it will immediately go back into Boom once the cool down expires. That is unstable.

So the rich get richer? How completely unrealistic!
 

Michael Brookes

Game Director
Yes, it was mentioned after by another CMDR that there is an artificial timer to stop a state. As I pointed out, a faction will enter Boom, continue to gain Wealth for 3 weeks (hearsay), then be forcibly stopped and enter a cool down. However, if the Wealth of the system isn't diminished by CMDR's by the amount required to trigger the boom in the first place, plus all the wealth it gained for being in BOOM for 3 weeks, then it will immediately go back into Boom once the cool down expires. That is unstable.

That isn't correct either - the changes to wealth are not permanent.

Michael
 
So the rich get richer? How completely unrealistic!

I get the sarcasm, and yeah it's like that in the "real world". But it creates a situation that is impossible to get out of in the game. Take for example, Liaedin system. It is an Empire system deep in Federation space. The major faction is Patron's Principles and there are 3 or more other factions. I know there are 2 empire sub-factions (Patron's Principles & something Electronics) and at least 1 federation sub faction (Crimson Fortune Company). There are three stations in the system. Patron's Principles owns all 3 since I first poked my nose in the system. Back then, Patron's Principle had 80ish influence, Crimson had 12ish and the rest were insignificant. I did all I could to prop up Crimson, but there were almost no missions from them to complete. With a full bulletin board, 8 out of 10 were Patron's missions. To top it off, being the only Empire system deep in Federation space, it is a hotspot for CMDR's that want to cash in Bounties accumulated with KWS's. Each time they do that, it bumps up Patron's influence because they own the stations. Traders that run the system, bump up Patrons because they own the stations. Explorers that sell at any of the station, bumps up Patrons because they own the stations.
I have seen Patron's Principles go as high as 96%, with all the others at 1% or less. The last time I checked (which I don't do often any more since there is no mechanic for me to support Crimson) Patron's was at 85% and the other Empire faction was at 10%. All others were at zero.
All I do now, is if I see a Patron or Electronics mission, I take it and use the alternate mission objective to damage their influence. To no avail, it is few and far between when either will give me a mission, since I am "hostile" to those two sub factions.

So, in reply to your quote: Is it realistic? Yes. Is it a good game mechanic? No.

My suggestions is to allow me to sell my commodities or exploration data to any sub faction, even if it means a reduction in profit. Always have a full list of missions for all sub factions, their worth scaling with their influence.

Otherwise the rich get richer, and there'll be nothing to do in the game but make Credits.
 
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My little faction is Tyerisu Corp. in Tyerisu. It is (or was a few days ago) in a boom state, although it means little because they have no market or station of their own. If I want to increase their influence versus the anarchy faction in Tyerisu that DOES control the only station, should I be completing all bulletin board missions? Only specific ones? I can take many different types of mission, but I cannot trade, I cannot turn in exploration data, and I cannot turn in bounties. So far after dozens of missions it hasn't changed even 0.1% since Michael did the manual push of data when it was stuck before and I'm at a loss about what I can do. The boom is great, but seems pointless and nothing else is really making a difference.
 
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Michael Brookes

Game Director
I get the sarcasm, and yeah it's like that in the "real world". But it creates a situation that is impossible to get out of in the game. Take for example, Liaedin system. It is an Empire system deep in Federation space. The major faction is Patron's Principles and there are 3 or more other factions. I know there are 2 empire sub-factions (Patron's Principles & something Electronics) and at least 1 federation sub faction (Crimson Fortune Company). There are three stations in the system. Patron's Principles owns all 3 since I poked my nose in the system. Back then, Patron's Principle had 80ish influence, Crimson had 12ish and the rest were insignificant. I did all I could to prop up Crimson, but there were almost no missions for them to complete. With a full bulletin board, 8 out of 10 were Patron's missions. To top it off, being the only Empire system deep in Federation space, it is a hotspot for CMDR's that want to cash in Bounties accumulated with KWS's. Each time they do that, it bumps up Patron's influence because they own the stations. Traders that run the system, bump up Patrons because they own the stations. Explorers that sell at any of the station, bumps up Patrons because they own the stations.
I have seen Patron's Principles go as high as 96%, with all the others at 1% or less. The last time I checked (which I don't do often any more since there is no mechanic for me to support Crimson) Patron's was at 85% and the other Empire faction was at 10%. All others were at zero.
All I do now, is if I see a Patron or Electronics mission, I take it and use the alternate mission objective to damage their influence. To no avail, it is few and far between when either will give me a mission, since I am "hostile" to those two sub factions.

So, in reply to your quote: Is it realistic? Yes. Is it a good game mechanic? No.

My suggestions is to allow me to sell my commodities or exploration data to any sub faction, even if it means a reduction in profit. Always have a full list of missions for all sub factions, their worth scaling with their influence.

Otherwise the rich get richer, and there'll be nothing to do in the game but make Credits.

So allowing weak minor factions to generate more missions is something we intend to change.

Michael
 
So allowing weak minor factions to generate more missions is something we intend to change.

Michael

Great news. In a highly trafficked system like Liaedin where all missions tend to be gobbled up (in Open, the bulletin board is often blank), will it make a difference? Patron's missions + Commodities trading + exploration data selling + bounties will be counter able with minor faction missions alone? Not asking for an actual response, just food for thought.
 
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Michael Brookes

Game Director
Great news. In a highly trafficked system like Liaedin where all missions tend to be gobbled up (in Open, the bulletin board is often blank), will it make a difference? Patron's missions + Commodities trading + exploration data selling + bounties will be counter able with minor faction missions alone? Not asking for an actual response, just food for thought.

That would depend on what is happening with the other minor factions.

Michael
 
War – 2 – Triggered by and invading minor faction reaching a high enough influence level. Decreases standard of living, wealth and security for the system while active. Influence changes only apply to the involved parties and are only applied from combat missions or actions.

In case anyone is interested the number is the number of systems with those states in as of Friday.

Michael

Any chance of improving the search for these systems? I've been looking for systems at War since the Kappa Fornacis War ended =(
 
To top it off, being the only Empire system deep in Federation space, it is a hotspot for CMDR's that want to cash in Bounties accumulated with KWS's. Each time they do that, it bumps up Patron's influence because they own the stations. Traders that run the system, bump up Patrons because they own the stations. Explorers that sell at any of the station, bumps up Patrons because they own the stations.
I have seen Patron's Principles go as high as 96%, with all the others at 1% or less. The last time I checked (which I don't do often any more since there is no mechanic for me to support Crimson) Patron's was at 85% and the other Empire faction was at 10%. All others were at zero.

So you expect to turn the tide against the actions of hundreds or thousands of players? That would be a good game mechanic? I like the fact that it takes the concerted effort of many players to effect change in a system. It gives a sense of community, and feels more realistic. What you're asking for seems appropriate for Wing Commander or some other single player game, but would seem unfair for one player to have such dominion over the actions of many more such players.

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Michael, are minor factions able to vanish?

Every time a faction makes an expansion into another system. the faction list grows. Is there a way to reduce the list and is there a minimum? or can you have 1 faction all alone in a system.
 
I don't know about reducing the list but I have been in single-faction systems that have 100.0% influence.

So you expect to turn the tide against the actions of hundreds or thousands of players? That would be a good game mechanic? I like the fact that it takes the concerted effort of many players to effect change in a system.

On the other hand there are tens of thousands of populated systems, 99.9% of which will probably never have more than a small handful of people interested in at all. Surely there can be a middle ground such that over a reasonable time individuals or small groups can accomplish what currently is taking dozens or hundreds to slowly change as it is?
 
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Michael, with regards to Civil War status, what actually determines which faction wins?

We had civil war between two minor factions in Jotunheim (Gold Company and Jotunheim Clan) with the Gold Company holding a station. We wanted to flip the station to the Clan (the local unfettered faction) but no matter what we did (we killed hundreds if not thousands of Gold Company ships in combat zones over the course of several days and turned in the combat bonds) the Clan wasn't gaining any faction. The Gold Company was gaining though, as best we could tell because the only High Intensity combat zone was near their station and people were getting repairs, buying ammo, and turning in their combat bonds for killing Gold Company ships at that station.

Since there weren't any missions spawning for either faction (as you said above, you'll be fixing that, thank you!) it seemed there was no way at all to make the Clan win the civil war (and, indeed, they lost it and did not gain the station)
 
So you expect to turn the tide against the actions of hundreds or thousands of players? That would be a good game mechanic? I like the fact that it takes the concerted effort of many players to effect change in a system. It gives a sense of community, and feels more realistic. What you're asking for seems appropriate for Wing Commander or some other single player game, but would seem unfair for one player to have such dominion over the actions of many more such players.

But isn't this the same argument against guilds, and player owned (Eve-like) assets? That players are force to join, or forever be irrelevant?

If the only way to affect the politics in this game is to join a movement, and follow their agenda, you might as well be playing a scripted game, since someone else is giving the marching orders. If you choose your own path the universe might as well be static since you are powerless to affect anything on your own.
 
I don't know about reducing the list but I have been in single-faction systems that have 100.0% influence.
Maybe Walt Kerman can give us some insight. When Walt started the Mikunn experiment, the Dukes of Mikunn weren't yet 100% in Mikunn. Were there any other factions there? What happened to them? I believe the Dukes are the only faction in Mikunn.

On the other hand there are tens of thousands of populated systems, 99.9% of which will probably never have more than a small handful of people interested in at all. Surely there can be a middle ground such that over a reasonable time individuals or small groups can accomplish what currently is taking dozens or hundreds to slowly change as it is?

Sounds reasonable. My point was going AGAINST hundreds or thousands of other players shouldn't be easy.
 
But isn't this the same argument against guilds, and player owned (Eve-like) assets? That players are force to join, or forever be irrelevant?

If the only way to affect the politics in this game is to join a movement, and follow their agenda, you might as well be playing a scripted game, since someone else is giving the marching orders. If you choose your own path the universe might as well be static since you are powerless to affect anything on your own.
I don't think so. Since the "movements" are for factions in systems, if you feel like you're not making an effect because there's a large group of players working on that system doing something different from you, just find a small lesser populated system.

Hell, you can find a system that a larger group of players is working on and help their side, but nothing is forcing you to join them or even talk to them. It's not like Eve at all.

And yeah, one or two players can have a pretty big effect on a small low-pop system.
 
I don't think so. Since the "movements" are for factions in systems, if you feel like you're not making an effect because there's a large group of players working on that system doing something different from you, just find a small lesser populated system.

Hell, you can find a system that a larger group of players is working on and help their side, but nothing is forcing you to join them or even talk to them. It's not like Eve at all.

And yeah, one or two players can have a pretty big effect on a small low-pop system.

It seems like most of the "experiments" had hundreds of players all working together to move the needle, and it barely moved. Do you think there were hundreds of players working for the other side cancelling out their work? It seems unlikely, doesn't it.
 
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