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Post by warflower on Jul 30, 2017 18:11:50 GMT
might have some other Old Templars putting on their helms and heading out. :-) we shall see..= Shocklance is en route...in a mutha-flippin Cobra!!! Now thats a BEAST move....mwahahaha
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Post by warflower on Jul 30, 2017 14:30:41 GMT
Economical STATES: Each economical state has its own “bucket”, which is filled by specific player actions. When an economical state triggers, the other buckets are emptied except the outbreak and famine buckets, which are halved. The buckets are faction-wide, i.e. there isn’t a bucket for each system, they all share the same bucket.
- Boom: Easily triggered by trading in their markets or doing missions that contribute to boom, such as haulage missions, data courier missions, tourist/businessmen transport missions, etc. For the duration, the effect of trading (and haulage missions) on influence is doubled, including the negative effect of smuggling. Countdown: 2 days Min/Max duration: 3/28 days Cooldown: 2 days
- Bust: Triggered by smuggling in black markets. For the duration, trade actions do not contribute to influence. Can be shortened by trading actions. Countdown: 2 days Min/Max duration: 3/28 days Cooldown: 2 days
- Civil unrest: Triggered by trading or smuggling weapons, performing crimes in systems the faction controls or destroying the ships of the faction. For the duration, combat actions have double the effect (this also means killing the faction’s ships has double the effect) Can be shortened by performing combat actions. Countdown: 1 day Min/Max duration: 3/7 days Cooldown: 3 days
- Lockdown: One of the most damaging states. Can be triggered by killing the faction’s ships, especially system authority vessels. For the duration, no actions contribute to influence. The faction can still lose influence if other factions earn influence, however. Services in stations the faction controls are closed, including, but not limited to, mission board, market and outfitting (example). Can be shortened by bounty hunting. Countdown: 1 day Min/Max length: 3/14 days Cooldown: 1 day
- Famine: Nobody’s sure what triggers this state. It appears that a lack of player activity could be a factor. For the duration, combat actions have no effect, food trading (and missions that involve these commodities) have double effect on influence, and food has higher prices in the market. Can be shortened by trading food. Countdown: 3 days Min/Max length: 3/28 days Cooldown: 25 days
- Outbreak: As with famine, no one’s sure what triggers it, although some have hypothesized waste trading may trigger it, since biowaste hauling missions fill the outbreak bucket for the target faction. For the duration, combat actions have no effect, medicine trading (and missions that involve these commodities) have double effect on influence, and medicines have higher prices in the market. Can be shortened by trading medicines. Countdown: 4 days Min/Max length: 3/28 days Cooldown: 7 days
Conflicts: These states are unique in that they involve 2 factions. To trigger a conflict, you must match the influences of the factions. Alternatively, you can raise your faction’s influence above 60% to trigger a conflict with the controlling faction ( a coup d'état, so to speak). A faction can only have one conflict at a time, including pending states, so you can’t have a pending war in system X if you’re having elections right now in system Y. When the conflict starts, the influence the factions have is “locked”, and they can only interchange influence with themselves. However, it has been reported since a few patches ago that influences are not locked anymore, might be a bug. One of the factions must have at least 7% influence for the conflict to trigger. This rule prevents low influence factions from being locked in permawars. A conflict can't be interrupted by triggering other states. Instead, the other states will be delayed.
The special rules for the effect of actions on influence are applied faction-wide, not just to the system where the conflict is taking place. Conflicts can interrupt economical, expansion and retreat states. This means that you can interrupt a lockdown by triggering a war for example. When a victor is declared, they gain control of the most valuable asset the loser controls. Once the asset transfer has happened, there is no way to undo that in the same conflict. You must wait until it ends next tick (some people call this day after asset transfer a “dead day”, since it serves no purpose whatsoever) and trigger another conflict.
A typical conflict will follow the following path, assuming the gap is wide enough on day 7:
Day 1: Conflict goes pending.
Day 2
Day 3
Day 4: Conflict starts.
Day 5
Day 6
Day 7: Asset transfer happens.
Day 8: Conflict ends.
- Elections: Triggered between factions with the same ideologies (check section 2 for more information): democracies with democracies, corporates with corporates, dictatorships with dictatorships (yes you read that right, dictatorships can have elections). The exception is anarchy factions. They will always go to war/civil war, even with other anarchies. The gap needed to declare a victor is 3% For the duration, combat actions have no effect on influence for both factions. The best way to win is doing missions for your faction or trading in their markets. Countdown: 3 days Min/Max duration: 4/5 days Cooldown: 2 days
- Civil war: Triggered between 2 factions that don’t have the same type of goverment but have the same home system. The gap needed to declare a victor is 3% Conflict zones will spawn around bodies in the system. You can help your faction by going there, siding with them and killing enemy ships. You will receive combat bonds for each kill, which you can turn in at any station of the system to increase your faction’s influence. For the duration, only combat actions contribute to influence. If the war reaches its max duration but the gap is not wide enough to declare a victor, the war will be halted, and the conflict zones will be in cease fire. The civil war will end and a new war will go pending shortly after. Countdown: 3 days Min/Max duration: 4/28 days Cooldown: 0 days
- War: Triggered between 2 factions that share neither the same political ideologies nor have the same home system.
Like civil wars, except the gap needed is 5% instead of 3%.
Other: These states don't have buckets and only involve one faction.
- Expansion: When a faction reaches 75% or more in a system, it will get a pending expansion if it has not active or pending conflicts. This is an opportunity for the faction to expand into other systems. After a 5-day countdown, the expansion will trigger. It will interrupt a boom state if it is active (I'm not sure about the other economical states). All activities contribute to influence for the duration. The cost or “tax” of this state is 15% influence in the system the faction is expanding from, which will be drained slowly with each tick. You can prevent this by doing missions for your faction or ending the expansion early by triggering a conflict. Expansions will end boom state early if there's one active.
The system the faction will expand to will be the closest system with 6 or less factions. The maximum range appears to be 25-30 lys. I have personally seen our faction trigger an investment (I’ll get there in a sec) and then expand to a system 25.5 ly away. Countdown: 5 days Min/Max length: 3/7 days, will typically run for 5 days from my experience. Cooldown: 2 days
- Investment: If there is no suitable system within range of a regular expansion, it will fail after its duration and the faction will start an investment state. It lasts for 5 days and does not prevent conflicts (it’s the only case in which a faction can have 2 active states at once). Once the investment ends it will be on recovery for a day, and then an expansion will go pending. Once it triggers, this expansion will have an enhanced range, although the max range is not clear yet. The expansion won't necessarly trigger from the system the investment was active in.
- Retreat: If a faction expanded to a system but their influence there stays at 2.5% or lower for too long, a retreat may trigger. If the influence of the faction is below 2.5% when the retreat ends, the faction will be forced out of the system. A faction cannot be forced to retreat from their home system, or if there are 3 or less factions in the system, except if there are for instance 5 factions and 3 of them get a pending retreat at the same time. We’ve successfully reduced the number of factions in a system to 2 this way. Retreat will end boom state early if there's one active.
Countdown: 1 day Min/Max duration: Unknown/5 days Cooldown: Unknown
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Post by warflower on Jul 29, 2017 21:43:03 GMT
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Post by warflower on Jul 29, 2017 20:42:28 GMT
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Post by warflower on Jul 29, 2017 20:15:30 GMT
Heretofo "BUCKET" is essentially the background sims way of tallying accumulated instances that eventually turn into a particular STATE (be it War, Famine, Outbreak, Boom, etc.)
Once the "BUCKET" is full on a particular STATE then that states proceeds and all others are reset -- (except Outbreak and Famine)
Also, commodities appear to basically be grouped into categories.
Here are some groups of Commodities and the effect that trading these IN TO a station seem to have on particular STATE's "BUCKETS"
Chemicals? Boom
Machinery? Boom
Technology? Boom
Drugs? Bust
Food? Anti-Famine (even Tea!)
Medicine? Anti-Outbreak
Waste? Outbreak (even fertilizer)
Weapons? Civil Unrest (if open market) / Anti-Unrest (if security delivery)
As you can see above, it is deemed probable via the many BGS testers in the forums and through things I have gleaned over the last year and a half that trading in certain commodities can in fact influence or perhaps even create STATES through simply trading them.
Also, each STATE, once ACTIVE, seems to have a new "BUCKET" that once full while in that state will effectively "complete" the STATE from existing or it can be trumped by a higher priority STATE such as WAR, CIVIL WAR, ELECTION (the Conflict states). This is why the idea of TRADING out of BOOM seems plausible because once you reach BOOM, then trading up to a certain credit or transaction threshold (not sure which) then BOOM is exhausted and it will cycle to another state based on the current "bucket" structure, and if no BUCKET is full you will be in the familiar NONE state.
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Post by warflower on Jul 29, 2017 19:56:55 GMT
As well as affecting influence, player actions also drive the state of that system which can include a range of effects from famine through to lockdowns, the following actions have different strength effects on economic states: On Retreat and Investment states -- They were added in 2.1, hence the lack of data as of now. I was able to dig some data about them, though: Retreat: Happens when an invading faction in a system loses too much influence and leaves that system. The trigger seems to be around 2.5-5% influence Investment: An investment state is the result when an expansion fails. The next time the faction tries to expand the range to search will be further and the chance of being successful will be improved. It also increases developmental level for the duration. Ownership of an asset can change at the conclusion of one of the following states: War Civil War Elections
NOTE: EXPANSION trumps ALL NON-CONFLICT States! All 3 Conflict STATES trump Expansion and ALL other economic states!
So if you are in Expansion STATE and pend toward WAR, the Expansion process will be expedited and completed in faster than normal time to allow for the CONFLICT STATE to activate.The 3 conflict states take priority over ALL other economic states and that includes Expansion and are triggered by the factions’ influence level relative to other factions in the system. Conflicts cannot end before their minimum duration. Conflicts that reach their maximum duration are considered to end in a ceasefire, and no assets change owners. A faction can only take part in a single conflict, no matter how many systems they are present in. Player activities shown in the Actions Table above, and through related missions, push the faction towards and away from economic states by adding points to pools (BUCKETS). Once the pool (BUCKET is full) is large enough it will queue the state with a countdown after which the event will trigger, assuming it has the largest pool. State Flow
When a state triggers, all other economic state pools are reset to 0 apart from Outbreak and Famine which are halved, unless it is Famine or outbreak when they are all reduced to 0. All States have a countdown before they trigger, a minimum and maximum duration, and a cool down before which the state cannot occur again, even if it has been interrupted. When certain states are active, they can modify which player activities can affect the faction’s influence: States also modify the “wealth”, “security”, “development level” and “Standard of living” stats if the faction controls a star system. The prices and production of certain market goods are also affected when economic and conflict states are active.
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Post by warflower on Jul 29, 2017 19:48:52 GMT
Works for me.
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Post by warflower on Jul 28, 2017 22:06:08 GMT
Have we considered what our lore/background should be? It got me thinking about what, how and where we are and why we are out here?
Any thoughts or ideas on what we want to use as our official cannon and lore for CARPE NOCTEM?
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Post by warflower on Jul 28, 2017 16:44:03 GMT
BOUNTY HUNTING REPORT <- click
This is the Colonia region Bouny Hunting Report....we are 5th overall in terms of Bounties Turned in
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Post by warflower on Jul 28, 2017 12:34:53 GMT
With this information I am now going to NEGATIVE, ONE TON trade into Eol Prou IW-W e1-3046 (Prince Kajukas Paradise) to see the impact on the SIMPLE ELITE CORPS, the Controlling Faction, who sits at 85.7%.
This is a base test to see if NEGATIVE ONE TON TRADING is still working and, if so, how much impact it can have with a single Cutter load of 608 Tons.
608 Tons ONE TON NEGATIVE TRADING -- DONE!
Results to come...
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Post by warflower on Jul 28, 2017 12:31:18 GMT
SINGLE HOP TRADING (Negative / Positive Loop) ********************************************
Eol Prou IW-W e1-1696 >>> Eol Prou IW-W e1-3046 You can NEGATIVE trade GOLD for a loss of 1,830 / ton Eol Prou IW-W e1-3046 >>> Eol Prou IW-W e1-1696
Returning you can POSITIVE trade NON LETHAL WEAPONS for a GAIN of 800 / ton
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Post by warflower on Jul 28, 2017 3:19:11 GMT
There are no missions or passenger missions either. All we could do is either 1) hope for a war between us and Colonia Council, so missions start. 2) Bounty hunt in 1696 and negative trade in 3046 3) let it be, keep 1696 up and high then expand again as soon as poss Negative trading is totally doable just to see the effect for the hell of it...or...just do #3 ... I plan to BH at least a few million each day so thats NO issue keeping us topped up for massive expansion.
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Post by warflower on Jul 28, 2017 1:18:26 GMT
We have just expanded to Eol Prou IW-W e1-3046 Excellent news. I will check out the new expansion system tomorrow on my regular run. I brought my Cutter to the Crypt to start to explore trading after knocking out about 5 mil in BH.
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Post by warflower on Jul 27, 2017 23:09:44 GMT
We didn't kill Templars as we did not own the system back then so it was a bit of a home goal. However if its your system you are handing the bounties into your own faction so will be safe to kill them all Hope that helps Yeah it appears that it's not an issue if they are WANTED!
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Post by warflower on Jul 27, 2017 23:08:00 GMT
I play
Black Desert Online - pretty recent Days of Infamy - fun Fps, but fun and quick PUBG - great Multi Player LAST MAN STANDING FPS! Elite Dangerous - of course
Always willing to play other games with friends
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