The Elite: Dangerous Background Simulation or BGS is a mechanism designed to allow players to support an in game faction through various means, allowing them to “control” stations, systems or entire areas of space through a series of interactions with the game.
Commonly used phrases
Below you’ll find a number of common phrases and abbreviations used throughout this guide.
An in game, NPC Minor Faction. Will be used generically to refer to both NPC and players factions in this guide.
Player Minor Faction, identical to Factions in every way, with the exception of having been inserted into the game at the request of a player group. As a rule, The Fatherhood does not interfere with other PMF’s unless specifically asked to do so by that PMF or in self defense.
The proportion of influence over a given system that a faction has.
A unit of measurement, missions provide a reward choice, each with their own benefits. Some rewards will have an Inf benefit to the issuing faction, this can vary from “INF+” to “INF+++++”.
Refers to a faction or PMF in their home system.
Refers to a faction’s presence in a system that is not their home system.
Mechanism that allows a faction or PMF to gain new territory in another system.
- The Cube
A cube in space with sides measuring 40ly, with a given system in the centre.
Mechanism by which a non-native faction can be ejected from a system.
An object “controlled” by a faction, assets can range from Starports to Outposts, ground stations and even non dockable objects like installations. Note: non dockable megaships in a system are controlled by the system’s controlling faction.
Mechanism to determine the ownership of an asset using combat oriented gameplay.
- Civil War
As above, but can only be fought between native factions.
Mechanism to determine the ownership of an asset using peaceful gameplay.
A generic term referring to either war, civil war or election.
Time of the day that the Frontier servers make the varying calculations and changes to the BGS.
Each system has a finite amount of influence that is distributed amongst the various factions present in the system and displayed as a percentage of the total. At no point can the sum of all faction influences in a system exceed or drop below 100%. If this is ever observed in a system, then there has likely been a problem with the calculations and changes will be made to correct it in the following day’s tick.
Once a day all actions carried out by players are calculated and applied to the BGS on the “tick”. If there have been no player actions, and there are no conflicts present in the system, then a subtle rubber-banding effect comes into play pulling higher influence factions down and lifting lower influence factions up. Where player actions have taken place, this effect still takes place but is much less noticeable. However, there are some exceptions that can have the opposite effect and cause unexpected wild influence changes. This has been the case since the implementation of a “diminishing returns curve” by Frontier, designed to give greater weight to “normal” player actions.
This has resulted in The Fatherhood introducing a cap on player contributions of 15 INF+’s per faction, per day in each system. So far, this cap has been successful in stopping unintended consequences from taking place.
We closely monitor all of our systems to avoid reaching certain thresholds which can trigger an unwanted expansion or retreat.
As a general rule, we aim to keep The Fatherhood‘s influence below 65% and all non-natives above 10% influence.
These are the various actions a CMDR can take to positively affect a faction’s influence in a system:
- Run missions for that faction, taking high INF+ rewards until reaching the cap of 15 INF+’s.
- Hand in bounty vouchers to a station controlled by the issuing faction.
- Hand in exploration data in a station controlled by that faction.
- Complete profitable trade in a station owned by that faction.
This is a list of actions a CMDR can take to reduce a faction’s influence in a system. As far as we can tell there is no cap for negative actions.
- Black Market
Trading (profitable or not) with a black market, where available, will reduce the influence of the faction controlling that station.
- Running Missions
Missions for a rival faction in the same system. As there is a finite amount of influence available, any positive action for a faction will have an adverse effect on all other factions in that system. Note: adverse effects are not distributed evenly, higher factions lose influence faster than lower factions. Factions in conflict are locked and cannot change for the duration of a conflict.
Destroying a faction’s ships will reduce their influence, along with increasing your notoriety.
Shooting a faction’s clean ships until incurring a bounty for assault.
- VIP Passenger Failure
Shooting innocent NPCs or smuggling narcotics not for you? Well, bring your Beluga to the party! Load it up with VIP passengers (specifically those who specify they do not like hull damage) and then go rub your Beluga along the station exterior until the VIPs get scared and fail the mission. Crude, but effective.