Syndicate Campaigns

Description

Syndicate Campaigns are the first co-op feature involving PvE combat. Unlike Enter the Sewers or Look for Trouble, which are geared towards the single player, Campaigns are meant to involve all Syndicate members. There is also a time limit of 1 day and 92 segments. That is the maximum time a Syndicate has to complete the Campaign. After completion the timer continues its countdown, only now it's a cooldown period during which you cannot start another campaign. However, by donating 200 bonds either from Syndicate or from personal funds, this duration can continually be halved.

A Campaign always starts in The Wilds and is not limited to certain stations. It can be initiated and configured by all members who have the 'Campaign Management' role. Enemy tiers depend on the tiers of the Syndicate's members. So if a Syndicate only has T1 (tier 1) and T2 members, that is all the opponents can have. Difficulty levels depend on the Syndicate's level, for example level 1 will only have "Easy" at its disposal. "Normal" becomes available for tier 3 syndicates. A level 5 Syndicate has "Easy", "Normal" and "Hard" to choose from, and there will also eventually be a difficulty setting of "Extreme". Since the maximum Syndicate level at the time of writing is 6, one can only speculate as to when the "Extreme" setting will become available.

The Campaign is organized in waves of opponents, while each wave is grouped by enemy tier. Each wave has to be cleared completely by defeating all the opponents contained within before the next wave is released. The further the waves progress, the better the gear, stats and skills of the opponents become. The number of waves and opponents depends on the difficulty level, it involves a factor of 2/4/8 for Easy/Normal/Hard. The total number of opponents:

(number of syndicate members) * (2/4/8 for Easy/Normal/Hard)

The waves contain 20 opponents per wave, with the "remainder" up to 20 making up the first wave. There also seems to be a minimum number of opponents which comes to light for those one-person Syndicates.

The physical stats of an opponent are determined by the average of the physical stats of all the same-tier members, with a certain standard deviation. This makes it almost inevitable to cooperate in order to defeat a same-tier enemy. Member 1 starts the attack, doing a certain amount of damage, then flees and goes to regenerate in their hotel room. As soon as possible member 2 takes over the attack and does more damage to the now weakened enemy. Either he wins or flees, in which case member 3 takes over, etc.

The "average"-based calculation, however, has an inherent unfairness when there are high-value outliers present, since they tend to skew the average disproportionately, making the enemy stats virtually unbeatable for all the rest of the same-tier members.

Rewards

A successful Campaign is signified by defeating all opponents in each wave within the given time limit. This leads to rewards. There are Syndicate rewards, which contain all kinds of item groups, and personal rewards, which are basically just stims.

Syndicate Rewards

Personal Rewards

Each participant in a Campaign receives a personal reward. It is enough to initiate one simple attack against an enemy, no matter if successful or not. So far, there have been rewarded up to three items, all of which were stims of differning characteristics.

Campaign Data

This page contains raw information about the syndicate campaigns run by different syndicates: campaign name, difficulty and tiers, station, and loot.

Date (GCT) Syn-
di-
cate
Sta-
tion
Diffi-
culty
Tiers Parti-
cipa
tion
Ratio
Rewards // Personal
200.67/49:044 DEV YOG Easy 1-2 1/29=3 5x T2 ration // 1x T3 stim1
200.67/49:184 TAU YOG Easy 2-5 35 6x T2 ration2
200.67/61:873 DEV SOT Easy 3-5 29 5x T4 stim // 1x T5 stim
200.69/55:888 DEV SOT Easy 1-5 29 5x T4 stim // 1x T5 stim
200.71/49:566 DEV KOB Normal 2-5 29 6x T1 weapon, 4x T1 armor, 1x 2 bonds // 2x T5 stim
200.71/64:000 TAU KOB Hard 1-4 35 16x T1 weapon, 10x T1 armor // 3x military stim per participant
200.72/84:594 ONE OSH Easy 5 1 1x T3 weapon // 1x military stim
200.73/49:336 DEV YOG Hard 2-4 29
200.73/68:878 TAU NVL Normal 2-3 35 4x Tiny Bond, 5x Insignificant Bond, 1x Small Bond, 4x T2 ration // 2x military stim per participant
200.75/41:392 DEV YOG Hard 2-4 29
200.75/73:282 TAU HKL Normal 1-3 35 4x G-YoG, 9x T3 ration, 1x 2 bonds
200.77/36:684 DEV HKL Hard 2-4 29
200.79/29:378 DEV CSH Normal 2-4 29 *3
200.81/39:527 DEV L7J Hard 1-4 29
200.83/46:922 DEV L7J Hard 1-3 29
200.85/82:426 DEV L7J Hard 1-2 29
200.87/68:879 TAU OSH Hard 2-3 35 27x T3 weapon and armor, 1x T3 ration
200.99/80:000 TAU NL Hard 1-5 30/31=97 1x Reaper's Little Helper, 1x Nomad’s Robes + bits and pieces
201.01/21:618 ONE OSH Normal 5 1/1=100 2x Spidersilk Suit Jacket // 2x military stim
201.11/12:392 DEV NYC Hard 3-4 9/27=33 20x T5 stim, 1x T4 ration // 3x T4 stim
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