Minor factions, system states, and charity missions

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Minor factions, system states, and charity missions

Postby StaticRadion » Tue Jan 12, 2016 3:11 am

In the recent Dev update they went into a bit more detail on how a minor faction gains and loses influence in a system. With this information it is possible to change the minor faction in control of system resources, but seeing as this also contributes to economic states it drives the missions available from the bounty board.

That beings said I was wondering if anyone had an idea on where in Imperial space we might attempt to force the appearance of charity missions through rampant murder. If you look at the first chart killing a random unwanted npc has the combined effect of gaining a bounty and committing a murder. This takes 7 influence away from the faction killed and adds 3 points to the pool toward civil unrest.

The way it was explained was that all faction states have separate pools that are reset to 0 when any status is caused. Because Civil Unrest has a short cool down cycle and will always prock before Lockdown it is probably possible to have that status on all factions in is system if say you were to go to the Nav beacon and murder everything that came your way.

Thoughts?
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Re: Minor factions, system states, and charity missions

Postby Mouse » Tue Jan 12, 2016 4:58 am

Interesting
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Re: Minor factions, system states, and charity missions

Postby Tifu » Tue Jan 12, 2016 5:07 am

Honestly, if it's a pirate system then I'm all for it - the territories of the Spider King come to mind. Killing of innocent civilians though goes against my personal code (even if they are NPCs). Just be aware that player run minor factions may be backing NPC faction's and the very same tactics we use against them can be used against the Azrael home system.

I've been studying the chronology of how the Bacon Cats lost control of their home base Priva. Their influence fell from 40% to just 9% in a space of 1.5 months. Now that I've seen the charts you posted it seems likely that that radical change was induced by other players.

As I've said , I'm all for it as long as the target is right - let's just be aware that this could put us against another player faction inadvertently.

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Re: Minor factions, system states, and charity missions

Postby Mouse » Tue Jan 12, 2016 6:32 am

Tifu wrote:Honestly, if it's a pirate system then I'm all for it - the territories of the Spider King come to mind. Killing of innocent civilians though goes against my personal code (even if they are NPCs). Just be aware that player run minor factions may be backing NPC faction's and the very same tactics we use against them can be used against the Azrael home system.

I've been studying the chronology of how the Bacon Cats lost control of their home base Priva. Their influence fell from 40% to just 9% in a space of 1.5 months. Now that I've seen the charts you posted it seems likely that that radical change was induced by other players.

As I've said , I'm all for it as long as the target is right - let's just be aware that this could put us against another player faction inadvertently.



The thought is that since Priva is sitting near so many powers that it was a good spot for some to grind merits
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Re: Minor factions, system states, and charity missions

Postby Falcon_D » Tue Jan 12, 2016 7:03 am

Hello,
The chart does not seem to mention what triggers an expansion state.
Also, were the Bacon Cats located is a system that was under a Power's control?
As for the inability of TOoM to take control of Exioce. I suspect that it has to do with the Haz Res there. More than likely commanders in Open, Solo and Group are just hunting there and turning in their bounties.

Hopefully, TOoM can expand into a system that is easier to take over. :)

Have fun, fly safe. o7
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Re: Minor factions, system states, and charity missions

Postby Mouse » Tue Jan 12, 2016 7:07 am

Falcon_D wrote:Hello,
The chart does not seem to mention what triggers an expansion state.
Also, were the Bacon Cats located is a system that was under a Power's control?
As for the inability of TOoM to take control of Exioce. I suspect that it has to do with the Haz Res there. More than likely commanders in Open, Solo and Group are just hunting there and turning in their bounties.

Hopefully, TOoM can expand into a system that is easier to take over. :)

Have fun, fly safe. o7



Priva is under the Empresses Control as I promised not to try and flip the system to the Blue haired one :p
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Re: Minor factions, system states, and charity missions

Postby Falcon_D » Tue Jan 12, 2016 7:10 am

Then was it possible that someone from the Blue haired one did try to flip the system?
That could explain the huge drop (maybe).
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Re: Minor factions, system states, and charity missions

Postby Mouse » Tue Jan 12, 2016 7:19 am

Falcon_D wrote:Then was it possible that someone from the Blue haired one did try to flip the system?
That could explain the huge drop (maybe).



More likely that with it's location next to Federation Space that those working for Fed powers used it as a location to farm merits for rank by killing NPC security forces. At least that is the theory.

When Allied PP wise I noticed Feds were "hostile" territory were as Empire powers would leave you alone even if you were not their "faction"
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Re: Minor factions, system states, and charity missions

Postby Wolf » Tue Jan 12, 2016 8:05 am

Honestly I was greatly underwelmed after reading how the Minor Faction BGS is supposed to work.
I think it is over simplified and leads to counterintuitive results, if it even works as intended.
This is not a rant (too short ;) ), but I think the mechanics need some thought.
Possibly the reason is the sheer ammount of data needed to process for the many assets. Stll it leaves me with a stale, simple tabletop game kind of feeling, just like Powerplay.
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Re: Minor factions, system states, and charity missions

Postby smartroad » Tue Jan 12, 2016 8:13 am

Wolf wrote:Honestly I was greatly underwelmed after reading how the Minor Faction BGS is supposed to work.
I think it is over simplified and leads to counterintuitive results, if it even works as intended.
This is not a rant (too short ;) ), but I think the mechanics need some thought.
Possibly the reason is the sheer ammount of data needed to process for the many assets. Stll it leaves me with a stale, simple tabletop game kind of feeling, just like Powerplay.


You have summed up what I could quite articulate myself :) The tables listed though only seem to apply to when that state has been reached or have I misunderstood (a total possibility!)?
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