Elite Dangerous | Powerplay 2.0 Questions and Answers

Any changes to how we can acquire PP modules? Because right now it takes several months to get all of them. A black market offering these for double the price or so would be quite nice.
 
Any changes to how we can acquire PP modules? Because right now it takes several months to get all of them. A black market offering these for double the price or so would be quite nice.
Dude, it's written in the web page: every Power will grant access to ALL modules by staying pledged and grinding up to top rank, the order will change of course but you can have all of them by staying with your Power of choice.
 
Which is that PP is just a small part of the game and it's highly unlikely anyone will leave or return just because of PP.
With the removal of CC, and rank not degrading over time, I think the opposite. I think alot more cmdrs will return to manipulate PP 2.0 to aquire the modules which will be available/unlocked as you rank up.
Thats a very good change.
Say goodbye to PP tourists.
 
Does this mean that systems on the peripherary of a given power who stood no chance due to negative CC or 0 CC if manipulated can become a part of that PP power?
 
I think the opposite. I think alot more cmdrs will return to manipulate PP 2.0

You mean assuming they follow the forums and FDEV newsletters and even know that PP is being overhauled? Last I heard when people stop playing a particular game they usually stop following it, that's how I swing. Yes I know there are a small minority on the forums who hang around for years making comments on stuff that can't affect them because they no longer play, but I assure you this is probably a very tiny minority of players. I suspect the number of players returning because of PP overhaul will not be a noticeable blip on the player base graph.
 
Does this mean that systems on the peripherary of a given power who stood no chance due to negative CC or 0 CC if manipulated can become a part of that PP power?
It means that as long as your powers influence reaches that system (and its inhabited) you can 'claim' it. Its then up to players to prep it and hold it- so you might wind up with smaller groups in one power.

The only annoyance is that Colonia will probably never see the True Path™ since I don't know if you could daisy chain influence bubbles enough to reach the unwashed there.
 
It means that as long as your powers influence reaches that system (and its inhabited) you can 'claim' it. Its then up to players to prep it and hold it- so you might wind up with smaller groups in one power.

The only annoyance is that Colonia will probably never see the True Path™ since I don't know if you could daisy chain influence bubbles enough to reach the unwashed there.
I thought I heard about a new force, maybe it'll be in the Colony ? ;)
 
I have an issue with ship to ship combat zones as they are atm. Its boring and repetitive. Day after day cz after cz trying to out cz the opposition. Dull!
Most just tank them with beamervettes.
It's really dull!
Of course that's dull. Every game activity gets dull when you use OP equipment. Or do it just for the result, not the activity.

This is why I stopped flying large ships years ago - doing combat in a Corvette is just boring. Doing a high CZ in a frag Mamba, or even in my (not combat optimized) Viper 4 - now that's just pure fun. You take the fun out of it when you optimize the activity for ease of outcome.
 
To remove a power you have to beat a power back from stronghold / fortified all the way down to unoccupied (as in Power occupied). I'm assuming as well, because only pledges can influence Powers, you'll have to pledge to do it so your actions count.
One of the big questions I'm waiting for the actual release to answer is "would there be a reason to do this if you didn't intend to follow up by putting your own power in control of that system?" (besides flag-of-convenience "you have to attack them with something", of course)

(The other one being if in-superpower conflict is a thing)

It means that as long as your powers influence reaches that system (and its inhabited) you can 'claim' it. Its then up to players to prep it and hold it- so you might wind up with smaller groups in one power.
Yes - centralised control of a power goes from being essential to survival to both unnecessary and largely impossible (though obviously a large organised group of power supporters can still be more effective than piecemeal work by the same number)

Of course, if "everything you do while pledged" becomes a Powerplay action as well to at least some extent, and everyone is encouraged to pledge to someone because it's another reward track and why not, that could actually set up quite interesting pressures to introduce maintenance overheads emergently. (Largely the opposite of the BGS "passing traffic" effect where random player activity usually secures a non-Anarchy controlling faction, if 11/12 of passing traffic works against you)

The only annoyance is that Colonia will probably never see the True Path™ since I don't know if you could daisy chain influence bubbles enough to reach the unwashed there.
They've said things which could be taken both ways as to whether uninhabited systems are possible to affect (it's certainly not clear from the mechanical descriptions how you would), so you'd need a chain-range of close to 500 LY at the moment (which would make chaining completely irrelevant within the bubble, of course) if you can't.
If you can, then there certainly is a 10-LY-at-a-time route out there, it'd just take at least 50 years to complete it if you were only able to extend one system a week.
Even getting out to the Pleiades along the inhabited corridor would take some doing.
 
One of the big questions I'm waiting for the actual release to answer is "would there be a reason to do this if you didn't intend to follow up by putting your own power in control of that system?" (besides flag-of-convenience "you have to attack them with something", of course)

(The other one being if in-superpower conflict is a thing)
Now that FD have planted the idea they are watching powers grow and shrink (and by extension the threat of removal) beating powers down has a vindictive element akin to the early cycles of V1 with Granny Torval and The King™ Delaine. You also have the built in Freedom Fighter aspect too, where a PMF or group wants to be totally independent of a power.

Yes - centralised control of a power goes from being essential to survival to both unnecessary and largely impossible (though obviously a large organised group of power supporters can still be more effective than piecemeal work by the same number)

Of course, if "everything you do while pledged" becomes a Powerplay action as well to at least some extent, and everyone is encouraged to pledge to someone because it's another reward track and why not, that could actually set up quite interesting pressures to introduce maintenance overheads emergently. (Largely the opposite of the BGS "passing traffic" effect where random player activity usually secures a non-Anarchy controlling faction, if 11/12 of passing traffic works against you)
From what I guess, leadership now will be highlighting the systems that if lost would ruin a Power and focusing on areas you want- as it should be really. Its soul destroying having a system like V1 where one wrong move permanently ruins your power because its impossible mathematically to drop a system.

It will certainly be interesting to see how players react because Powerplay has now / will become the evolved top layer of the BGS, and kind of goes back to Powerplays original aim (that of being the playable layer of it).

They've said things which could be taken both ways as to whether uninhabited systems are possible to affect (it's certainly not clear from the mechanical descriptions how you would), so you'd need a chain-range of close to 500 LY at the moment (which would make chaining completely irrelevant within the bubble, of course) if you can't.
If you can, then there certainly is a 10-LY-at-a-time route out there, it'd just take at least 50 years to complete it if you were only able to extend one system a week.
Even getting out to the Pleiades along the inhabited corridor would take some doing.
If its possible, it will happen :D I can remember when Utopia expanded into the system Jaques Station occupied before it jumped, hoping to see what the effect would be....

But I think Colonia is 'safe'.
 
Will the new powerplay have only the human race, or will there be other races as well, besides the Thargoids?
This was something I had been hoping for. But I've been thinking about it the past two days now and it really makes sense that PP is Human only and that the Thargoid threat remains outside of that. It certainly looks like they'll be two different systems with PP seemingly only being affected by Thargoid invasions, meaning loss of a star system and having to rebuild afterwards.
 
I assume though every power still has BGS effects it can impose on systems along with the visuals on stations.
I asked one question in the original thread specifically about this (https://forums.frontier.co.uk/threa...-powerplay-2-0-questions.627636/post-10423805).

It "seems" like being pledged and performing actions in a system will affect both PP and BGS simultaneously, but PP can only be affected by pledges.

So, as far as I'm concerned, the jury is still out until we can test what affects pledged actions actually have on the BGS.

If being pledged and performing actions in a system will also affect the BGS then I can see where there will be friction between BGS groups and PP 2.0 groups and I'm not sure if that will be a good thing.

Then again, I've only participated in PP for less than a week now, so what do I know?
 
Of course that's dull. Every game activity gets dull when you use OP equipment. Or do it just for the result, not the activity.

This is why I stopped flying large ships years ago - doing combat in a Corvette is just boring. Doing a high CZ in a frag Mamba, or even in my (not combat optimized) Viper 4 - now that's just pure fun. You take the fun out of it when you optimize the activity for ease of outcome.
Yeah, and when you learn to play the Viper, you'll switch to a Sidewinder without engineers?

I don't think so, a game should have progression and you play it to achieve something higher.
In your case it will be boring to do the same thing without any progress, it's basically like deleting your account every month and starting over :(

It's like mining diamonds but not selling them, just throwing them away and then mining them again. It's very bad.
 
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