What's the benefit to the background simulation?

More specifically, what is the point to flipping the government / allegiance of a system and then spreading it? I've read a lot of theory on how to do it, but what does it gain you? Literally, how do you take advantage of it to make credits? I love the idea! I think it adds a purpose to running missions, trading and helping specific factions, but I don't know what that purpose is. Can anyone enlighten me please?
 
If you're allied with a specific faction, you get discounts on the station services, and get choice missions. Other than that, I suppose for the sake of being able to do it. Why do people root for one pro sports team over another? That doesn't make you money, unless you're a bettin' man.
 

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Aside from flipping ownership you can cause boom/bust states with (supposedly) directly affect the economy in that system. Other states may also have an economic effect - if they are war the demand for weapons and medicines will go up for example. In theory. Plus it can give role-play an anchor/focus sometimes.
 
It just seems like a lot of effort, without much reward / affects. If I understand the system correctly, it is very involved and complex and FD spent a lot of time developing it. Either I'm completely missing the point / don't understand it or I'm just severely underwhelmed by the lack of a benefit.

Yes, I can do stuff just for fun, and often do, but this is a pretty grindy game and they usually require some kind of reward that matches the effort put forth.

So... are the affects listed above all there is or am I missing something?
 
Instead I'll ask: what motivates you to keep making credits (specially considering that there are exploits that will yield you billions for no effort and that making money in this game is not hard, is just grinding)?

There is no valid answer to why people doe something in the game because ultimately all the results are in your mind and virtual. But yes, I hope that the most we can aspire is changing the colour of a dot in the map will change some day and it will have more impact in the dynamics of the universe (right now is kind of limited).

The monetary benefits are close to non-existent (except maybe the boom state, which will open up more profitable trading with the faction stations usually).

If I understand the system correctly, it is very involved and complex and FD spent a lot of time developing it.

It's not complex and they haven't really spend much time developing it (because until gamma there was no actual ). Most of the can be summarized by a cron job which is run daily and runs a script which probably processes some database entries and a simple algorithm. We do not know for sure, but it seems to be something like that.

The 'simulated trading' of the NPC seems to be a bit more complex but has low impact. You may have heard a lot about it because it gets broken each 2 weeks and is extremely bugged (just hoping there will be a redesign of it to be more solid in the future).
 
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More specifically, what is the point to flipping the government / allegiance of a system and then spreading it? I've read a lot of theory on how to do it, but what does it gain you? Literally, how do you take advantage of it to make credits? I love the idea! I think it adds a purpose to running missions, trading and helping specific factions, but I don't know what that purpose is. Can anyone enlighten me please?


Immersion or stat gaming, i.e. showing versus telling. Excel fights (EVE online), or dogfights. Frontier's focus isn't on balance/gaming/gameplay, but on immersion (e.g. procedural space).

But...it's hard to make everyone happy (some people like board games).
 
Well, honestly, the question you have to ask before asking why, is 'where?' Where is the sand in the sandbox. Many players look around and <shrug> saying "I dunno!". The sand is in the factions and utilizing them to build YOUR story. NOT FDevs, your own personal story. "I'm a Pirate!" You say. Ok, but other than stealing from randoms PC's or NPC's, you can afflict your play style on particular faction NPC's, which decreases their strength within the system and if you do this consistently you can make other things happen. Like Civil War, disease outbreak, high levels of military patrols, and conflict zones. Which means you now have different roles to play if you want, you also have more credits rolling in from vastly different roles. You might attract more players into your system because there ARE things happening. Another reward is that stations also do get new items to trade when you come out of an economic boom. In Lugh we are able to manufacture personal weapons. In nearby systems, an Imperial Slave trade route has opened up between some in system stations.

With Powerplay, who knows what changes will be coming to the factional system and the mission system. What many are seeing from the Background sim is depth. A reason to play, a way to tell a story, within the galaxy of Elite.
 
If you're allied with a specific faction, you get discounts on the station services, and get choice missions. .


There are a few more perks than that:
-docking access is allowed when you are greater than 7500 meters out
-authority scans finding Illicit cargo may not bring fines
-docking pad encroachment fines take longer to kick in (i think)
-interdicions are fewer in allied space
-pretty hud color on friendly/allied ships/starbases
-warm welcome in comms


any more, anyone?

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Spike553
 
Instead I'll ask: what motivates you to keep making credits (specially considering that there are exploits that will yield you billions for no effort and that making money in this game is not hard, is just grinding)?

I don't get fulfillment form cheating. I want to play according to the designed rules and demonstrate my ability to come out on top, that is why I play. Not to mention I've always had a deep passion for space, and ED is the closest thing to exploring the Milky Way I'll be able to get to in my life time.

Discounts and all that are dandy, but I would need a larger motivation to want to spend time flipping a system. Perhaps it will be one of the new tiered quests that are coming out and will yield better rewards. Perhaps if there were specific faction rewards you got for assisting in a military coup. Maybe, they could use this to implement in game obtainable paint jobs unique to each faction. Perhaps at some point we'll be able to build player owned stations, but will need to help flip a system to gain enough influence with a faction in order to do so. I'm not sure what the solution is, but I do have faith that FD will implement something to make it more worthwhile.
 
It just seems like a lot of effort, without much reward / affects. If I understand the system correctly, it is very involved and complex and FD spent a lot of time developing it. Either I'm completely missing the point / don't understand it or I'm just severely underwhelmed by the lack of a benefit.

Yes, I can do stuff just for fun, and often do, but this is a pretty grindy game and they usually require some kind of reward that matches the effort put forth.

So... are the affects listed above all there is or am I missing something?

I do it mainly in Pand, but to a lesser extent at Lugh and Mikunn. It's basically for fun, and to play in a co-operative way with other fellow players.

Haven't you ever pulled something apart just to see how it works?

A lot of these are the same thing - a bunch of people working together to see what sort of affect they can have on the game. In a round-a-bout kind of way, you can increase profits by forming wings, and helping towards community goals in these systems - but I don't know many people who do it for fun. A large chunk (like me) have enough money, and th eonly reason to make more is to pay for potential ship losses - or perhaps, to fully upspec an Anaconda - even though I don't have much desire to own one.

Regardless, it's all about fun. Seeing th efaction you support grow, and then expand into another system...

Purple Central Industries in Pand started at 55% influence when this game went live, a small group of us have gotten it up to the 95% range, and have recently expanded into a neighbouring system, which we are now working on to take over.

Z...
 
There are a few more perks than that:
-docking access is allowed when you are greater than 7500 meters out
-authority scans finding Illicit cargo may not bring fines
-docking pad encroachment fines take longer to kick in (i think)
-interdicions are fewer in allied space
-pretty hud color on friendly/allied ships/starbases
-warm welcome in comms


any more, anyone?

\\////
Oo
>
---
Spike553

Didn't know any of this stuff. Thanks!

As for the economy, it's supposed to be player driven, but it could just as easily be simulated by throwing darts at a board. And judging by our real-world economy, the exact same state exists. The real trick is to get to be the one who throws the darts.
 
There's a background simulation??
im kidding but not entirely, there is no commodity sim because it only goes one way. You can't stimulate production, and with the demand for the items no one trades like food they should be buying it for more than gold sells for. Smuggling is a huge part of the background sim that isn't present either.
the government, community goals, boom, civil war states are nice but again 1 dimensional.
mining will be getting a buff which should be one of the most pivotal parts of the simulation along with food. I'm not sure how industrial stations never seem to run out of gold to make stuff and I doubt NPC miners are being accounted for.
Food is much less procurable since the good stuff can only be raised on terra formed planets. I assume this because I doubt there is livestock taking up space in stations but there is no demand for that at all.
players no matter how rich they become can not go all Donald Trump on this game and make any meaningful impact on the universe. They can't set up an outpost, build a new starport, terraform a planet, or even open up a taco stand just outside Altiar. You get the point, aside from flipping who controls a system and if you discovered something first you can't contribute to this universe no matter how influential or wealthy you become.
Your actions however noble or immoral go unnoticed unless you want to buy a clipper or dropship.
Are you a law abiding citizen that never breaks the law? You get scanned every time you go near a station, surely you're wanted this time, or are smuggling ridiculously cheap narcotics that should be worth in that tonnage more than an anaconda.
Perhaps you're a tyrant known throughout all the leaderboards as either a dispenser of death, a pirate king, or a gold farmer. Doesn't matter even though you've been in this system for the past week no increase in system security. You occasionally get pulled over by an eagle, maybe a python that can't shoot straight. And player bounty hunters can't find you and if they do you have a million ways to escape justice.
There really isn't any background simulation. It's one of the if not THE biggest hole this game "currently" has in it.
 
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It's not complex and they haven't really spend much time developing it (because until gamma there was no actual ). Most of the can be summarized by a cron job which is run daily and runs a script which probably processes some database entries and a simple algorithm. We do not know for sure, but it seems to be something like that.

Interesting logic. There could be things that have been worked on since the beginning we haven't seen yet because they're not ready.

There may be more to the under the hood that depends on other things to be ready before we notice. At least I hope so.

With luck, the new mission system will reflect the type, goals and current status of minor factions. Hopefully one day we'll see politics, dodgy business deals, alliances and back stabbing between the various factions and be able to work for or against the characters involved. Although I won't hold my breath on that one yet.
 
There is no real ingame benefit in form of credits.
Quite the opposite. How nuch time have I spent to haul suboptimal cargo for a few hundred credits a ton only to influence a system?

But it is fun. It's like playing a long term strategy game. You go out and explore targets, discuss strategies, track systems, flip statikns and get the impreysion to play an important part in the game world.

You can do all activities, trading, fighting, exploring, mining, missions... you can do everything. And all helps with taking over or influencing systems. So you actually play the game. Your goal is just another one than credits. You get rewarded with numbers on the screen, I get rewarded wjth colored dots.

In the end it is all a simulacrum.
 
There are a few more perks than that:
-docking access is allowed when you are greater than 7500 meters out
-authority scans finding Illicit cargo may not bring fines
-docking pad encroachment fines take longer to kick in (i think)
-interdicions are fewer in allied space

Didn't know any of that. Thanks.
 
Well, honestly, the question you have to ask before asking why, is 'where?' Where is the sand in the sandbox. Many players look around and <shrug> saying "I dunno!". The sand is in the factions and utilizing them to build YOUR story. NOT FDevs, your own personal story. "I'm a Pirate!" You say. Ok, but other than stealing from randoms PC's or NPC's, you can afflict your play style on particular faction NPC's, which decreases their strength within the system and if you do this consistently you can make other things happen. Like Civil War, disease outbreak, high levels of military patrols, and conflict zones. Which means you now have different roles to play if you want, you also have more credits rolling in from vastly different roles. You might attract more players into your system because there ARE things happening. Another reward is that stations also do get new items to trade when you come out of an economic boom. In Lugh we are able to manufacture personal weapons. In nearby systems, an Imperial Slave trade route has opened up between some in system stations.

With Powerplay, who knows what changes will be coming to the factional system and the mission system. What many are seeing from the Background sim is depth. A reason to play, a way to tell a story, within the galaxy of Elite.

But, but, but, this game has no depth!
:p
 
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