Say goodbye to Anarchies

See, FD said there were going to be benefits. I'm yet to see any though.
  • Missions are virtually identical
  • Trade opportunities are identical
  • ... less services than anywhere else?

The only thing which I thought might be of benefit is that the mission board would instead generate all missions for one faction, which should normally generate 20-30 missions, but I've found I'm getting no more than what would normally be available in any other full station :/

Maybe they could offer double->triple engineering material rewards as a bonus (actually; that would be good; it would direct activity to the missions and supporting the faction, rather than just raiding it for the same materials)

EDIT: My god, I'm asking for more ways to support a faction. What is wrong with me?!?

The only current potential benefit is that it's an avenue towards owning a "station" in a given system, but given that you can't dump cartography data at a settlement even that benefit is effectively limited to "a place to dump cargo for influence if you own nothing else in the system" and "the ability to take missions for your faction if you happen to already be hostile with every single other faction in the system"; the negatives extremely outweigh the positives, as noted.
 
Appreciate your enthusiasm to help but winning ground CZs hurts more than helps in the long run. The largest cause of influence loss for us is people clearing out our ground settlements for engineering materials and mission completions. The more ground settlements a faction owns, the more vectors for attack exist. Settlement ownership is decided by who won the most battles at that specific settlement, so when the war ends any settlement that had people running CZs will generally go to the faction they were fighting for.

There are no in-game benefits to owning a settlement, only drawbacks. Particularly if those settlements are tourist spots since they're being hit hard for opinion polls. Currently the optimal tactic is to fight space CZs for the anarchy faction and ground CZs against them. Our method is to get a good lead in a war and then dedicate one tick to attacking ourselves on foot to dump as many settlements as possible. It seems to be working as the systems we've dumped ground assets haven't slipped back into war.
Pre-Odyssey, when you win a war with a minor faction who owned a settlment only, you take control of that settlement. Has this changed with EDO where winning space CZ doesn't give you control of settlement - I think not?

If we don't win wars, we shall not only lose a settlement but our Influence goes down as well. We have already been forced to retreat from 3 systems because we lost wars - is it a lost cause for Anarchy minor factions now?
 
What does this mean - killing Wanted NPCs will not affect Anarch minor factions?
Yeah I'm not convinced it is going to help anarchies. It's just shuffling the papers again.

It means (presumably) scavengers and other wanted NPCs who rock up with a bounty on their head will belong to a generic "pirate" faction which means their deaths won't count against an anarchy faction.

Doesn't address people farming anarchy controlled settlements because they don't get bounties at them.
 
Pre-Odyssey, when you win a war with a minor faction who owned a settlment only, you take control of that settlement. Has this changed with EDO where winning space CZ doesn't give you control of settlement - I think not?

Yes, but only for Odyssey settlements, Horizons ground installations work the same way they always have:


  • When a war is resolved, all battle sites will return to being standard settlements under the control of the faction that won the most Conflict Zones at that particular battle site during the War.
 

Deleted member 115407

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  • Balanced more faction simulation consequences to have less extreme effects on faction Economy & Security and the overall rate of change for a star system.
Have to see if that does the trick.
I hate to be a negative nelly on patch day, but this seems more like a remedy than it is a cure.
 
  • Balanced more faction simulation consequences to have less extreme effects on faction Economy & Security and the overall rate of change for a star system.

I hate to be a negative nelly on patch day, but this seems more like a remedy than it is a cure.
and it is also not clear whether it lists one balancing (of economy and security effects and by that the overall change for a system) or two (of the former and the overall rate of change seperately)
 
The patch is a start if they don't introduce some new bugs alongside it. It still leaves us empty handed regarding recovery. Security is a hot mess and adding countless new settlements just led to endless minor wars that block influence gain, since every other faction is now above 7% due to our losses. Just an example of a popular system:

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For a few hours tick will be happen. If security in one of my anarchy system still sharply drop then... I don't know how long still must wait for fix this thing.
 
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This sounds like a great opportunity for a pirate-themed CG. You could try it with the recent political aspirations of archon delaine; maybe he starts pumping resources to every Anarchy faction in the game, providing them with a temporary boost to influence.
 
Not bad... not bad. Security raises for now in two of my monitored anarchy systems (one with civil unrest, second with none security state). But still must need about two days to confirm that they'll be for sure raise again security (especially in none state).
 
It reads like FD have made negative effects less effective, which would be a massive mistake if true.
was my first take as well. but it might be that they have reduced both negative and positive effects ("extremes") (which would even be worse imho), plus reduced the maximum influence change in system (probably good, but eventually a problem for controlling factions).

what is defo bad is a patch note that ambiguous.
 

Deleted member 115407

D
It reads like FD have made negative effects less effective, which would be a massive mistake if true.

was my first take as well. but it might be that they have reduced both negative and positive effects ("extremes") (which would even be worse imho), plus reduced the maximum influence change in system (probably good, but eventually a problem for controlling factions).

what is defo bad is a patch note that ambiguous.
I hate to be a negative nelly on the day after patch day, but I have little faith that the fix was more than some reactionary band-aid that will ultimately prove more harmful than good.
 
About this tick - I've mixed feelings. Sure, I've see a lot of difference, but only in a anarchy systems with a civil unrests. In none state still they can counter this (In one of my controlled system even if bounty vouchers value was enough high, still suffers security drop) or I've see slight increase, making them civil liberty state still unreachable.

Anarchies still needs changes, that's for sure. There was a lot of proposal already. We need changes especially about missions (maybe also add new ones) and their effects on BGS.

I think, why any of anarchy factions (except Eurybia Blue Mafia) don't have any of CG, even piracy ones or delivery ones ?

And about anarchy factions, there's a way less from native ones (from non player factions), which even expanded once (or have more than one system controlled) than from similar in lawful ones.
 
I think, why any of anarchy factions (except Eurybia Blue Mafia) don't have any of CG, even piracy ones or delivery ones ?
A couple reasons:
  • Smuggling illegal goods is still broken, and spins a loss on most occasions due to the incorrectly applied stolen debuff
  • CGs involving black markets are, according to FD, broken
  • No mechanic exists to have counter-bounty hunt CGs where instead you destroy system authorities/civilian ships
  • Megaship looting is still broken

So... yeah... shows the priority put on criminal activity...
 
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