New Combat Zones are quality. . . .

I love the new conflict zones. I am having a blast at the current CG in Wally Bei.

The simple fact that you can now "win" the battle alone makes for a very different experience. I am motivated and determined to stay till the end and help my side win, trying to kill ships as fast as possible to race ahead in the kill count. And the moment when the enemy retracts hardpoints and jumps out after losing actually feels nice.

You get the feeling that you are a veteran of let's say the Battle of Wally Bei 5 or wherever the heck you are.
 
I just like the variation that the scenarios add.

Enemy spec ops = Oh crap moment
Friendly spec ops = Time to plough through the enemies


The only thing I miss, are the conflict zone missions. I used those for getting biotech conductors/modified embedded firmware.
 
Em. Yeh, quality. I would have gone for 'broken', as a single word. Today's patch alleges to have addressed the biggest issues, but here are the current main problems...

Nobody knows if completing the scenario actually does anything, some suggest that it doesn't and that the case that this change was meant to address (that it was optimal to drop in make a few kills, then hand in, then repeat) seems to have had the opposite effect. I.E. I have heard from results of experimenting by othres that killing a single eagle and handing in, twice, has a bigger effect than clearing a high scenario and handing in once (as per old BGS), and since FD has, as usual, provided NO DATA to us in terms of what is supposed to have the biggest effect, we are left guessing at what's intended and therefore not even empowered to make bug reports, lest we face the dreaded working as intended (when clearly it isn't) and being unable to prove otherwise, due to lack of info

Then there's the fact that up to now only one human commander could exist in the instance, any second commander would get bounties for his attacks (addressed today allegedly).

Now add the fact that likely due to the persistence of CZs across game modes, that you can be in solo, drop into a CZ, and find it's just been cleared by someone else (no ships, nothing). This could be a bug, but I bet it's a side effect of persistence, some random player in another game mode, just cleared that CZ and that's why its empty for you now.

After the event is won, frequently, the friendlies remaining will start attacking each other.

Missions (war state missions) also apparently do not affect the influence rates (for the given day or 'tick'), something that I thought they said would work from now on (despite never having worked in the past, contrary to popular belief).

7 days of war is also too long. Even when it was 4 days, one had to be careful what conflicts one got into. Now any serious BGS faction is going to be in conflict zones ALL THE TIME. I understand completely why this was done, to allow groups to focus on 4 days out of 7 at their choice and still have a chance of winning, but that isn't what will actually happen, it will mean bigger groups can apply more pressure on every day of the war, frocing smaller groups to war on every day for the chance that they might catch a day when their enemy is in a lull.

Something else I wanted to mention and I can't remember, it was really critical too, I'll be back if I remember it, but let's call it what it is, an absolute debacle. You people to whom CZs are just a bit of fun, have no idea how messed up they are. They are the primary method of winning conflicts in the BGS and in that respect are more broken than my space legs.

edit: I remembered...At the end of the scenario, you are told about effects to reputation that either don't happen or don't happen immediately, and are illogical. If you can lose rep with the factoin you are fighting and you are fighting for your existence in a system where all stations are owned by the enemy (which is now hostile to you), AND your faction does not have a station in another system, you cannot hand bonds in, except by IF, which has reduced or no effect on the BGS. Nice. Once your faction has no assets you might as well have them deleted from the game.
 
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Do we get scenario type missions in these new zones? If a cap ship spawns in do you get a mission to attack or defend it?
 
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Anyone noticed the emissive debuff not working after the update? Used to work okey, and still does in random nav beacons, but not on combat ships in cz! ....
 
Do we get scenario type missions in these new zones? If a cap ship spawns in do you get a mission to attack or defend it?

I've seen two different scenarios so far (I've completed about 8 combat zones so far of all sizes). When the enemy starts losing, you get spec ops ships, 4 highly engineered shield, hull and weapons (python was firing at me with focused PAs) ships. When they appear a bonus objective bar also appears, being filled with each spec ops ship killed. Kill all 4, get the bonus (inf). The other is the 'captains' scenario. A beefed up named npc joins the fight for you and for the enemy, protect your and take out the enemy captain for bonus. These scenarios don't affect directly the overall progress bar, though naturally if you have a captain and the enemy doesn't, or if all their spec ops are destroyed, the fight doesn't last a whole lot longer. I've only seen capital ships so far in 2 high czs, there were no objectives attached to them and I did not focus on driving them off (because to complete the scenario would probably be quicker).
 
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