Walter wrote:Not quite. Those numbers refer to the number of points that are put into a pool that is used to generate States. The Influence changes for the day are calculated and then moderated before being added to the start point for the day: "There is a cap on the amount a Faction can change in influence per day, which is determined by: the size of population (the bigger the harder), the faction state, the amount of player activity that day, and any Power influence on that system." It certainly isn't possible to do 10 murders and have the published Influence drop by 50%.

I am trying to see if we are on the same page because maybe I missed something, but I was under the impression that it shows both the number of points added to or removed from a States pool and the Influence generated. As in going to a RES and collecting a bounty has the combined effect of removing 2 points from the "Civil Unrest" pool, one point from the "Lockdown" pool, and rewarding 2 influence to presumably the faction in control of the station where you collect you reward. I have not been able to keep up with the original forums post so please link to a page or post where this is stated as wrong if possible.
Walter wrote:Have one group of players gaining positive points and another groups raising the same number of negative points should result in stasis when applied to the same faction.
I was mostly commenting on the rate at which a group could reach the total amount of points in a pool per day. That is if the pools are equal in size one would fill faster than the other not weather or not stasis would or could be achieved. As you stated things such as that vary based on system population etcetera and we don't even know how large the polls are to begin with.
It also makes sense that murder would have more impact that anything else because of how the BGS works. IE the faction in control of a station is rewarded for every bounty turned in, by 2 points influence, while reducing there power requires hunting and eliminating just there faction to remove 7 influence. And again not knowing the side of the pool for say total influence, as the % in game are a representation of a hidden number, makes it hard to judge just how many bounties or murders would have to be committed to change the influence even a single %.
That being said I never intended this post to be about flipping or changing a single factions influence as much as how to reach as many negative States as possible within a system at the same time so as to bring about a huge number of charity missions. That is, killing all non wanted targets at a nav beacon.