PROPOSAL: let's change retreats to something similar to elections.

Hello guys, here is another proposal to make BGS even better. Let's start with a fact: with the new update Retreats have become much more difficult to complete because they tend to "attract" missions from other factions around a system, increasing the influence of the factions in active retrat and making it fail.

Retreat is a crucial state especially for players rooting for Player Minor Factions wishing to invade particular systems (expecially big systems with 7 factions already present) and it's too easy to interrupt a retreat.

Considering this I think it's better to change this game mechanic, accordingly to the new BGS.

I propose for retreats to be considered as a special state that involves the faction retreating fighting to maintain their presence in a system and the faction currently controlling the system trying to push them out of the sa,e, longing for their facilities for example, or just to have more room to increase their status.

New rules should be like that: if the controlling faction is over (let's say) 50% of influence and a foreign faction goes below 1,5% (instead of the old 2,5%, to make it more difficult to achieve), the two factions enter a state of "conflict" (this could be with Conflict Zones or like Elections just by missions and other activities), and at the end of the conflict the fate of the foreign faction is decided.

What do you think about that?
 
I don't see how the 50% faction should be involved. A factions retreat is due their failure to be viable in the system, another factions success may be indirectly responsible, but this isn't a open conflict. I wouldn't want my faction going into conflict just because another faction had no support.
 
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It doesn't make sense to me.

As Alshain stated, a Retreat is due to a lack of involvement for the faction in a system. You don't need another conflict to track for something like that.
 
Let's start with a fact: with the new update Retreats have become much more difficult to complete
Are we sure that's a general fact?

Colonia region, last two weeks: 38 Retreats attempted, 14 Retreats succeeded (37% success rate)
Colonia region, four week period in 3.2: 40 Retreats attempted, 9 Retreats succeeded (23% success rate)

From over here, taken in aggregate, it looks like Retreats are more likely to get started (about twice as much) and more likely to go through than before (about 1.5 times as much) for an overall Retreat rate three times higher than previously.

Certainly in specific system and faction configurations Retreats may be harder than before - and the Colonia region is atypical in terms of the ratio of native and non-native factions - but it may just be that the methods required to get a Retreat have changed, people are unfamiliar with the new ones, and therefore not yet as able to obtain a specific Retreat on demand.
 
Voronwe, I'm agree with you!!!! You know me in game..... :D
Retreat now is really impossible!!!!!! Don't know how, maybe with your proposal or something else.... but it must be changed, for sure!
 
I've noticed there are now plenty of retreat-themed missions for retreating factions. The wording suggests that they will actually help them retreat, as opposed to helping them stick around. Anybody tried just hitting those specific missions to see what happens?
 
Yup, I've used them to end retreats. They reward influence like any other. I think it's just a c+ping-a-template type issue, otherwise it's odd wording.
 
Yup, I've used them to end retreats. They reward influence like any other. I think it's just a c+ping-a-template type issue, otherwise it's odd wording.

Unfortunately, it's the latter (odd wording). Those missions were around pre-3.3, and they just increase the influence of the faction and decrease the risk of a successful retreat,,, since "successful retreat" isn't the desired outcome
 
only thing i found strange with retreats is if a faction had assets they abandoned it all in one rush. i know it would cause more work but i would say at least on a RP/ realistic way a faction should retreat after its lost all its assets. I know it wouldn't be a popular choice but that's how i would change retreats so you would have to take apart a faction piece by piece before it fled.
 
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