Winning a war, BGS question.

I'm helping a faction win a war currently. It seems like before someone told me that killing 2-3 ships in a CZ zone, turning them in at the station and repeating is more effective than turning in 1-2 million in bonds at once. Is this true?
 
Maybe not two or three, but from what I understand, it is better for the BGS tally to make multiple combat bond hand-ins rather than one huge one, yes.
 

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BTW, shoot me a PM with the location and target faction, and I'll come help you out.
 
Yeah I've heard multiple small transactions are better than a big one. But in my opinion it's better to grab a friend or two, enjoy your time in the CZ and not stress about turning in the vouchers after every kill. The end result won't change much but you'll have way more fun :D
 
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Well, 2-3 ships is a bit counterproductive, because you end up spending more time travelling than actually handing in meaningful transactions.

But in general if you can hand in as often as possible and use that time to stock on massacre missions as well, that would be ideal.
 
Well, 2-3 ships is a bit counterproductive, because you end up spending more time travelling than actually handing in meaningful transactions.

But in general if you can hand in as often as possible and use that time to stock on massacre missions as well, that would be ideal.

For the record, massacre missions don't contribute to winning the war, *despite* what flavour text might suggest. No missions help.
 
I believe there is also a ~4 million credit/day/player limit on influencing the BGS through combat bonds. Individual contributions past that do not help. For other BGS states, I think there is a similar 10 mission/day/player limit.
 
Is this a theory or did you test and prove it?

It's something I was told by leaders in a Power Play community, in the course of some targeted BGS manipulation. The mission limit in particular was implemented to prevent a player from chain-failing missions to destroy a faction's influence.
 
It's something I was told by leaders in a Power Play community, in the course of some targeted BGS manipulation. The mission limit in particular was implemented to prevent a player from chain-failing missions to destroy a faction's influence.

I thought FD said failing a mission won't effect their influence, only effect your Rep with said faction.

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Thanks for the replies everyone. I'm been working on getting this faction into power, making money isn't the main goal--assuring their victory is. Iv been turning in about 2-5 kill bonds (the cz zone is just outside the station), I'll report the effect it had once the server ticks.
 
It's something I was told by leaders in a Power Play community, in the course of some targeted BGS manipulation. The mission limit in particular was implemented to prevent a player from chain-failing missions to destroy a faction's influence.

This information is a little outdated. :)
Failing missions doesn't decrease the influence of a faction but your reputation.
There is no hard limit on activity but rather a soft limit with diminishing returns, afaik.


Cashing in combat bonds after three to four kills is somewhat inefficient due to the travel-time involved. When you stay longer you can get a green blob of doom roling, which makes it even more efficient.

My rule of thumb is to cash in after accumulating 300k - 600k of bonds or when I'm out of ammo.
 
Everything BGS seems to run on the 'transaction' tally. With the value as a multiplier. Maybe the log of the value times the number of teabags Dav Stott has gone through today.

But you do have to strike a work / life balance.

Is the war so important that you want to flog yourself for hours on a mechanic - ferrying a teaspoon of combat bonds to and fro?

Winging up and smashing it out for a couple of hours with a fresh beer every couple of ammo restocks.
That's the go.
And plenty effective.

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you'll have way more fun :D

Hey congratulations on retaking Sirius!
That was a few days of big influence moves in that Civil War.
Well done.
 
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