Winning a Civil War

I'm seeing lots of conflicting information and looking for a clear answer.

Do missions/trading effect influence during a Civil War? Specifically all the "Assassinate Deserters" or "Civil War Salvage" etc... ones?

Or are Combat Bonds from CGs the only thing that works?

My understanding is the challenging faction must have +5% at the server tick to win the war or it expires on it's on in three days with no change.

Thanks [smile]
 
I'm seeing lots of conflicting information and looking for a clear answer.

Do missions/trading effect influence during a Civil War? Specifically all the "Assassinate Deserters" or "Civil War Salvage" etc... ones?

Or are Combat Bonds from CGs the only thing that works?

My understanding is the challenging faction must have +5% at the server tick to win the war or it expires on it's on in three days with no change.

Thanks [smile]
From memory it's 3% for a civil war. 5% when one of the factions is from away.
During a conflict state only combat actions count.
 
This is what is sad with ED - Think about it. They could have made wars, civil wars with actual objectives and some form of tracker that shows you exactly whats going on - with a beginning and an end. Not vague stuff. Imagine picking a side in a civil war and getting rewarded based on its outcome (like a community goal).

This goes for conflict zones with beginnings and ends.

They put so much effort into PVP and combat only that they totally missed the whole concept of what makes combat good. Actual objectives. See my xwing vs tie fighter post.
 
I'm seeing lots of conflicting information and looking for a clear answer.

Do missions/trading effect influence during a Civil War? Specifically all the "Assassinate Deserters" or "Civil War Salvage" etc... ones?

Or are Combat Bonds from CGs the only thing that works?

My understanding is the challenging faction must have +5% at the server tick to win the war or it expires on it's on in three days with no change.

Thanks [smile]

Missions have no effect on Influence at all. This includes Massacre missions. These affect the state of the factions involved, so the loser often goes straight into lockdown after the war. Massacre missions also attract random players, so a Fed or Imp side giving lots of massacre missions often does well.

Combat bonds is the most effective thing during war/civil war. Bounties also work. So does the influence effects of killing a faction's ships.
 
Also remember frequency of cash-ins trumps overall bounty value by some margin. Doing 10 small hand-ins is far more effective than one massive one.
 
Civil war is one of those examples of two words that shouldn't be able to appear together, as they are essentially describing opposing things. Though I guess that isn't helpful at all to the thread. :D
 
All activities for your faction boost influence and help win a war.

You'll see mission types change during war state to suit that war... more kill things and deliver weapons etc. Winning conflict zones and handing in bounty vouchers help too along with going to installations and winning scenarios .
 
Good luck the game is broken. Half that stuff still doesn't work. Waste of time.
Is there something specifically broken you're referring to?

Combat bonds, resolving CZs, doing scenarios, even running missions now all help contribute to winning a war as-expected.

Beyond that, the BGS as a whole is actually working as expected. There's plenty of discussion on the BGS forum (which I linked above) as to whether the current effects balance is good or not, and there's the occasional edge-case which crops up, but they're whole other unrelated discussions.

Do things which hurt the economy or security, economy or security drops, likewise it increases if you do things which help them. Do things which increase/decrease influence, those effects happen. Do things to win/lose conflicts, you help win/lose the conflicts (opposition notwithstanding). Seems to function just fine to me.

Things I've heard about which some might think are broken:
  • No Famine States. That's just because there's scarce few negative-economic activities these days, and it fights against the abundant positive effects... see my comment about effects balance.
  • HGE's not spawning the right materials for the state. Sure, that might be an issue, but I don't think it's particularly BGS related... rather it's related to the mechanics which generate USS which, while influenced by the BGS, are (imo) not really part of the BGS. e.g If you're after a certain sort of USS which spawns in Famine systems... everything about the Famine seems to work (missions, trading effects etc.) but the USS aren't reflecting that; sounds like a problem with USS spawn mechanics.

That's all I'm really aware of that keeps recurring as hot-topics.
 
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