The final blow to a retreating faction.

My squadron gas been working on ousting a none native faction out of a system.

Getting the faction to 1% is quite easy, but then things get stacked against us.
At 1% the retreating faction goes into civil unrest. Its bases become unoccupied or are under the control of pirates and powered off, so we have nothing to attack. The space ships also seem to vanish from the system, so we literally have no means to attack the faction.

Then on the last hay they just bounce back.

Is there anything we can do to give the final blow.?

HF
 
Tie up all the other factions in the system in conflicts so the retreaters can't regain any influence (assuming there's 6 other factions, if there's 7 there will always be a loose one).
 
what does the traffic report and the bounty report tell you? are you eventually countered not by random traffic, but by a player/players?
if so, @Ned Flandalorian has basically layed out the only reasonable counter.

if not you can also use other targeted negative influence actions, like failing (not abandoning!) missions, or smuggling.
and you should work FOR all other factions during that retreat (how much depends on population - smaller system more work). with that you are diluting any random activity for the retreating faction more than working for only 1 faction or against 1.
generally random traffic is the bane of forcing a retreat (for retreating factions becoming influence-increasing target for missions from nearby systems more likely, and actions for low influence factions are just so much more effective in terms of absolute influence gains).
 
It could be BGSers that, even if they're not interested in supporting the faction you're retreating, don't want a slot opening for someone else to move in.
Also what Goemon said.
Retreat shouldn't automatically cause civil unrest though. Are you getting them to 1% by just murdering them over and over? You might want to mix things up and let their security state recover. Do they own any other assets besides foot settlements?
 
Retreat shouldn't automatically cause civil unrest though. Are you getting them to 1% by just murdering them over and over? You might want to mix things up and let their security state recover. Do they own any other assets besides foot settlements?
Additionally, Civil Unrest doesn't preclude Retreat, so this shouldn't be a blocker.
 
I usually park outside one of their bases and shoot any of their ships that tri to land
That'll do it. You might want to try some other means of pushing them under the line like mission fails to get the retreat started without triggering civil unrest. I couldn't really suggest any more without knowing the system and taking a look at the options though.
 
Suicide yourself while hauling their passengers. Even at hostile they give you passenger missions so go to a port in your system and terror taxi away.
You don't even always have to do that, just take the ones that don't like hull damage, turn your shields off and scrape yourself over the control tower and toaster rack on your way out, then just request clearance again, land, and repeat.
 
You don't even always have to do that, just take the ones that don't like hull damage, turn your shields off and scrape yourself over the control tower and toaster rack on your way out, then just request clearance again, land, and repeat.
Just don't equip shields on your Python. All passenger cabins. Also sometimes you get government types that don't give cowardly passengers or the game glitches and they don't get mad about hull damage. If you properly build your ship it's under a 3 million rebuy so just explode with a full ship.
 
Just don't equip shields on your Python. All passenger cabins. Also sometimes you get government types that don't give cowardly passengers or the game glitches and they don't get mad about hull damage. If you properly build your ship it's under a 3 million rebuy so just explode with a full ship.
... wow, do it in a stock T7 fitted with nothing but cabins and you can get the rebuy to under a million.
 
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