Missions now add destination faction reputation change

So now you gain reputation with the destination faction too - and lose it if you fail!

This is especially bad with vip missions, where you do not even know who the destination is :(

Also, game tells you when you gain rep, but not when you lose it - I could tell only by the "you lost status" message...
 
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Rep or Influence or both?

I just completed a Bulk Passenger for Protestors, and it delivered increased Inf for both the Giver and Recipient MFs, but under Effects gave a positive reduction in Civil Unrest for the Giver, and a negative increase in Civil Unrest for the Recipient. I think this sort of mission used to give reduced Inf for the Recipient. So that feels like a change for me.

Also, Data Delivery courier missions are giving Inf increases to both Giver and also Receiver.

On the plus side, I like that I can now track the actual Inf effect at point of delivery. Before it was too hard to manually note the Inf (+,++,+++) on accepting the mission and tie that up to its completion, which might be hours or days later.
 
Missions are showing influence as well as rep I assume.

I'll have a couple test areas I'll observe and see if it changes.

I am already witnessing Reputation for sure. Will need to see about the influence however.
 
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Example showing +rep and +inf at destination

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Deleted member 115407

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Yep.

Be on the lookout - in Beta every data mission I ran resulted in negative Influence and Rep for the recipient.

Didn't notice the same in live.

As an aside... It's sad to see that folks who I enjoyed hearing from frequently in the past now hang out in their own little corner of the forums. Though I do think it keeps things clearer, it's unfortunate that we're all so siloed now.
 
Another example - +++++ inf VIP passenger mission. Notice that reputation progress bar increase appears same amount at source and destination


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Yeah, that's definitely the same I am observing.

Will need to keep a watch on the influences tomorrow on how the numbers change.
 
Yeah, that's definitely the same I am observing.

Will need to keep a watch on the influences tomorrow on how the numbers change.

The reduction of precision in the influence reports are going to make defintive conlusions more difficult.

I've yet to find a carry mission that also benefits a supported faction at the receiving end - usually they seem to bolster rivals - one of the downsides of being so friendly.
 
we'all are going to have to be a lot more careful in mission selection - especially those with large factions.

And some are hilariously broken. I kept seeing pirate kill missions yesterday from one of our systems to multiple nearby systems ruled by the same faction, and requiring "40 civilians killed in navbeacon, ressites or USS". All of which would be the jurisdiction of the faction that gave the mission :D
 
Initial results have shown influence boosts along with the mission deliveries. Oh joy.
Yes, but not in line with the influence gained by the issuing faction.

There are some bugs - I had my rep go down with a recipient faction while their influence went up along with their boom bucket (which makes no sense at all), but the message seems to be to choose your friends wisely. I can't argue with that.

It would be nice to see a pure-cash option on the missions - that would encourage those not interested in the BGS and choosing missions blindly (based on the credits they can make) to choose options that wouldn't mess with factions. I can't see the devs going for it, personally, but there is a case to be made.
 
It's quite interesting to see. Specially when you're hauling supposedly negative impact Passengers (Protesters, Refugees etc.) but choose the Reputation outcome you get boosted a lot even with the destination MF. Which totally makes sense, them being thankful for you bringing them problems. Durrr...
 
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