I'm curious if anyone has made an attempt to make Fair systems Good as the normal procedure but in Moderate and Hostile systems tried to make Guild (& perhaps Rebels) the dominate force doing contracts for them?
If so what was the outcome or effect (if any) in the Fair systems you had turned Good (I presume from discussions and explanation that as far as the System Rating that each system is independent from what happens in other systems) and what happened to the Rating of the Moderate & Hostile systems where you made the Guild (Rebels) dominante? - did that makes those systems more hostile (aka Moderate turned Hostile) or did it make those systems Good but with Guild (Rebels) in charge?
What did it do to each Faction?
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Marvin
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Rebels and Guilds already dominate Hostile and Moderate systems ... check the News Console for percentages. In those systems (as everywhere else) doing contracts for Rebel or Guild factions will probably increase your reputation with those factions ... but will, undoubtedly, decrease your reputation with the Navy, Miners, etc. You can help mitigate conflicts between all factions by working with the Alliance Navy, Miners, etc. to change a system to Good. (The gooder, the better.)
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PaulB
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Yes I knew that I just wondered if it was possible to get Guild/Rebel percentages up to 100% and the others down and end up converting the system UP to the next level toward Good or will it just make the system more hostile?From post: 173002, Topic: tid=11624, author=Marvin wrote:Rebels and Guilds already dominate Hostile and Moderate systems ... check the News Console for percentages. In those systems (as everywhere else) doing contracts for Rebel or Guild factions will probably increase your reputation with those factions ... but will, undoubtedly, decrease your reputation with the Navy, Miners, etc. You can help mitigate conflicts between all factions by working with the Alliance Navy, Miners, etc. to change a system to Good. (The gooder, the better.)
BTW Marvin, I went to Rigel (and Iota) tonight to build Trade stations and when I checked Contracts in my Rigel station (Rigel is Moderate), all the waypoint contracts were 10 - 11 enemy ships per waypoint.
Seems like an almost impossible mission in SP except for those who are really expert at everything in the game.
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PaulB
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I've had trouble with that method in recent months. The AI drop their speed so as not to advance on me or else some of them just leave the scene and then I have to hunt them down.From post: 173023, Topic: tid=11624, author=Marvin wrote:You don't need to be expert. Do what I do: use Excals and fly backward under inertial at about 1250kps. The AI missiles can't touch you but you can take down the AI, one every 3 minutes.
And I've gotten where I just don't like the Excals. I'm always empty when I need missiles most.
[Edited on 9-9-2014 by PaulB]
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Marvin
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PaulB
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Ive tried dropping down less than that and some point they may come after me but then I have no advantage over incoming missiles. Every time I decrease speed they would too, drop, then drop, drop more, they drop more. I think maybe in one of the last upgrades things changed some because the 1st system I worked to convert, Olympus quite sometime ago now, I had better luck with travelling backward and them try to catch up to me. Doesn't seem so now.From post: 173064, Topic: tid=11624, author=Marvin wrote:AI leaving the scene is both an old and a new tactic. Previously, they would lag behind, if you flew too fast, and then lose interest once you were out of radar range. Now, they have a tendency to glom onto any ship which passes nearby ... including transports and cruisers. There is very little you can do about passing friendlies ... except try to steer clear. As for ships dropping back, if that happens then reduce speed to about 1200 ... still fast enough to outrun missiles but slow enough that most enemy ships can keep up.
That said, I never argue with enemy ships which decide to break off the pursuit. Instead, I carry a deploy constructor and hunt them down, one at a time (it's safer that way).
Seems like their main tactic is to try and get up above you and behind you which I guess is pretty much what it always was.
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PaulB
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Well I tried some contracts in Rigel tonight but I only tried single waypoint contracts.
They were 10 to 11 enemy ships per contract.
I tried the fly backward trick but it was only partially successful.
(1) Only some of them would follow me and usually they would not try to overtake me even at speeds of -900 or slightly less.
They would all at various time try shooting missiles at me and for a while I just shot them down until I took a bit of a change and stopped to see if the AMS would really take them out - and it did.
There were only about 1200+ range away. if they were shooting exodus the missiles should have been able to catch me so it had to be the AMS taking them out before they reached me.
(2) I would shoot missiles back but it wold take 2 to kill a ship so sometimes I just shot one to damage it (could see the fire).
When I took some out and the numbers reduced to 4 or so (because some left) then I would slow donw some more and they would close in and I could pick them off better - but then I had to go searching for the rest and that wasn't so easy even using a Deploy sensor
(3) I just could really take on 10 at once very well - at least I couldn't in the Firestar. Once or twice I got killed that way (but I'm more a head on type of fighter - I don't try the 1200+ inertial in and out, reverse and try again, method. I may had to try that again.
I don't mean to say I go in in IDS mode with guns blazing though - I just tend to use an average speed IDS or Inertial of 700 - 800 and afterburn as needed. But 10 ships is a heck of a lot.
(4) I tried on Defend Cap ship with 10 or 11 enemy and naturally that failed. I could take out the 10 enemy before they got the CAP ship even with I think a couple friendly helping - if you can call it help.
I guess I'm going to just make Moderate and Hostile systems passthrough systems for myself.
I may give it one more shot with the Mammoth or Starmaster since the crew may give me a bit more advantage than just the agility of the Firestar. I may be wrong but I think the Mammoth and Starmaster might stand up a little better under fire - I'm not quite sure.
They were 10 to 11 enemy ships per contract.
I tried the fly backward trick but it was only partially successful.
(1) Only some of them would follow me and usually they would not try to overtake me even at speeds of -900 or slightly less.
They would all at various time try shooting missiles at me and for a while I just shot them down until I took a bit of a change and stopped to see if the AMS would really take them out - and it did.
There were only about 1200+ range away. if they were shooting exodus the missiles should have been able to catch me so it had to be the AMS taking them out before they reached me.
(2) I would shoot missiles back but it wold take 2 to kill a ship so sometimes I just shot one to damage it (could see the fire).
When I took some out and the numbers reduced to 4 or so (because some left) then I would slow donw some more and they would close in and I could pick them off better - but then I had to go searching for the rest and that wasn't so easy even using a Deploy sensor
(3) I just could really take on 10 at once very well - at least I couldn't in the Firestar. Once or twice I got killed that way (but I'm more a head on type of fighter - I don't try the 1200+ inertial in and out, reverse and try again, method. I may had to try that again.
I don't mean to say I go in in IDS mode with guns blazing though - I just tend to use an average speed IDS or Inertial of 700 - 800 and afterburn as needed. But 10 ships is a heck of a lot.
(4) I tried on Defend Cap ship with 10 or 11 enemy and naturally that failed. I could take out the 10 enemy before they got the CAP ship even with I think a couple friendly helping - if you can call it help.
I guess I'm going to just make Moderate and Hostile systems passthrough systems for myself.
I may give it one more shot with the Mammoth or Starmaster since the crew may give me a bit more advantage than just the agility of the Firestar. I may be wrong but I think the Mammoth and Starmaster might stand up a little better under fire - I'm not quite sure.
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PaulB
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Yes I noticed that but quite a few Red navy and Energy congregate there (Rigel) and I don't want to shoot them intentional or by accident (or does it matter? it must huh?).From post: 173108, Topic: tid=11624, author=Marvin wrote:The Mammoth is a tough ship. Btw, enemy AI like to congregate near the trade station so, if a few have bugged out of the combat area, deploy your sensor array near the station.
I try to only kill Guild and Rebels.

