BrasatoAlBarolo wrote: ↑Thu, 7. Mar 19, 08:58
pvarn wrote: ↑Thu, 7. Mar 19, 05:50
I suspect we have no way of knowing without a dev informing us what's intended in the code, but things I know I CAN do to help any faction defend itself. Trade with them to strengthen their economy and station assets and when in a fight, send them your own re-reinforcements or get into the fight yourself to turn the tide.
-Pv-
Yes, indeed. But this is "active" involvement, bound to the economic system working as intended. What about some sort of "guild plot" that helps the factions in some other ways?
I'm talking, for example, something like "after completing x repair satellite missions, the faction increases its ship cap, thus building more destroyers / freighters / ...". Is this kind of behaviour realistic / planned?
Whats already in the code, is if you continue doing a war effort mission for one specific faction, you will be helping them to expand to their 'enemy' territory, which is usually the competing neighboring faction. Argon faction does have some war effort missions against Xenon, but the last time I tried before v2 it was bugged, or unfinished, since you had to go to Xenon space and try to find some ship that stupid scientists decided to take there, without speaking to the government.
Majority of war effort missions finish with major 5 step Invasion on a neighboring faction. Say you side with PARs and they will go against HOP. You will do some shorter missions and then they will start advancing into HOP territory, while you supposed to help. I don't know if much changed after v2, from what I saw from the release notes nothing much changed, so in those last steps called INVASION, you are not given very specific description what exactly you need to do, all it says that you have to "secure a <sector> and 'any ship you can spare would be a great help". I believe that having now some war logic fixed in v2+ and factions can build defense stations, securing a sector most likely means destroying all the enemy faction stations in that sector so that the station you side with could send their builders and take over the sector. But there is definitely some logic already in game that allows your completed missions hold some real consequences. The War Effort missions with factions, I believe, are the only missions that have those real consequences. They are marked in a guide as the most interesting and dangerous missions in a game. Which I guess makes sense, since you have to side with one faction and realistically, you will have to go to war with the competing faction. The problem is tht like you mentioned, there is very little to no interaction of that faction with player, or there is, is missions you accept and even in those the description of what needs to be done is very vague... at least in the Invasion steps of the war effort missions...
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