Elite Dangerous | Powerplay 2.0 Questions and Answers

OK, Back on Topic.

As a player who regularly plays PowerPlay and having listened to Loose Screws and then heated debate I was involved on Lave Radio last night, there were two major concerns about Powerplay 2.0 Feedback have emerged.

The first was "I don't want the princess blue curtains (Other powers are available) hanging in my station, how do I get rid of them and I'm part of an independent BGS faction that doesn't powerplay."

The only answer we could come up with is temporarily join an opposing power and work against the existing power until the system reaches a neutral state. Once your station is back in a neutral state (and the blue curtains have gone), then leave that power and then carry on as normal. It does mean that you'll have to flip between powers if other powers start to encroach on your neutral system.

The second issue (and more concerning one) is about the Powerplay Police (PPP). As long as players are wanting to play powerplay, that seems fine. In fact, I'm quite happy with this as goes someway to balance the open vs pvt/solo debate. However, there are occasions when players want to go outside their power's sphere of influence and not have to deal with the PPP. For example, you're pledged to Mahon, but you want to get involved in taking down a Titan, a CG or even a buckyball race and you have to go through Arrissa's space. The last thing you want to deal with is constant attacks from Arrissa's PPP, just because you want to get involved with a community event. I remember this was an issue with the original Powerplay, weren't the original PPP changed so they'd only attack if you had a Powerplay bounty, carrying the McGuffin Cargo, or had PP vouchers you've yet to hand in.

So, the question I have to ask is there any way to suspend your pledge to a power in PP 2.0?
Which means you can travel to these kind of events without hassle. Once you finish the event and you get back to your powerplay space, you can then resume your pledge and get involved in PP again. I know there's this from the Q&A ;-

Will players be able to support multiple Powers?

You will pledge to one Power as part of Powerplay, however you are free to leave your Power at any time and join another, though you will lose all your perks and start your loyalty ranks from the beginning if you do.


It seems open to interpretation. Do you lose you loyalty and progress when you leave a power? Or do you only lose the perks etc and start from scratch only when you change power. If the latter is true, then it means you can leave a power, do what you want to do, then repledge to your power and start where you left off (which is the same as being able to suspend you pledge).

The feedback I've received is people are being put off PPv2.0 because they're under the impression that if you pledge to a power, your play will be restricted to the a Power's Bubble.
 
The only answer we could come up with is temporarily join an opposing power and work against the existing power until the system reaches a neutral state. Once your station is back in a neutral state (and the blue curtains have gone), then leave that power and then carry on as normal. It does mean that you'll have to flip between powers if other powers start to encroach on your neutral system.
If as hinted at expansion requires a nearby Power's system, then pledging to any distant power as a permanent flag-of-convenience should be sufficient: you can fight the locals but it won't be possible to expand "your" Power without that chain of existing controlled systems to base it off. Or for a group, pledge to multiple distant powers so that any positive actions cancel out but negative ones stack.

The big worry with Power presence in PP1 was that the Power might not like your government type, so if that's not an issue in PP2 it might be less necessary to throw a Power out of a system if you're not doing it to put a different one in.

weren't the original PPP changed so they'd only attack if you had a Powerplay bounty, carrying the McGuffin Cargo, or had PP vouchers you've yet to hand in.
Might be trickier to assess in PP2 - handing in exploration data was listed as an action in one of the previews, and it's hard to avoid carrying at least a little bit of that around.

The feedback I've received is people are being put off PPv2.0 because they're under the impression that if you pledge to a power, your play will be restricted to the a Power's Bubble.
As a counterpoint, if the simple act of pledging to a Power means that the bubble goes from "homogenous beige mass" to "actually makes the slightest difference where I'm jumping to next" I'll be signing up immediately.

("You only get an easy life in your own Power's space, neutral space, or uninhabited systems" at least gives some incentive to try to expand it into the rest of the bubble, too...)
 
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As a counterpoint, if the simple act of pledging to a Power means that the bubble goes from "homogenous beige mass" to "actually makes the slightest difference where I'm jumping to next" I'll be signing up immediately.

("You only get an easy life in your own Power's space, neutral space, or uninhabited systems" at least gives some incentive to try to expand it into the rest of the bubble, too...)
Yes it would probably be a good thing for us to actually pay some attention to our route plots other than noticing how many jumps it will take.
 
The feedback I've received is people are being put off PPv2.0 because they're under the impression that if you pledge to a power, your play will be restricted to the a Power's Bubble.
You can go where you like, you just have to be aware of your location. For example, flying into a rivals strongholds is not going to be a good idea. As Ian points out, if powers did not have any impact on the bubble, why give them territories or even have powers at all?
 
I had the same question in a different thread. As a pp1.0 casual (I module shopped and pleged after that to mommy duval for the % extra to combat bonds at t1 as needed) I believe having the PP po po around and harassing people will turn people off to pp2.0. I guess we will all find out soon enough
 
That said, I highly doubt you will be completely restricted. If you don't have a power play bounty, I'm guessing they will just scan you more often first smuggling and the like. That, and you may be restricted from some specific locations, like getting too close to a power play carrier.
 
I had the same question in a different thread. As a pp1.0 casual (I module shopped and pleged after that to mommy duval for the % extra to combat bonds at t1 as needed) I believe having the PP po po around and harassing people will turn people off to pp2.0. I guess we will all find out soon enough
What would really turn people off is if they behave as written in the Q&A and harass anybody not pledged to their power.
 
Very happy to hear that all powers will get access to all tech.
I'm still curious to see how this will work, and to what extent.

Based on order of unlock, and times involved, there might still be scope for minor module shopping.

If wait times are short enough, one could stick to one power, but if modules are all one has an interest into, one might as well pledge to one power to get 3 modules, then jump ship to get the next 2 and so on.

Unless I've completely misunderstood (also based on the minimal information available at this point)
 
I'm still curious to see how this will work, and to what extent.

Based on order of unlock, and times involved, there might still be scope for minor module shopping.

If wait times are short enough, one could stick to one power, but if modules are all one has an interest into, one might as well pledge to one power to get 3 modules, then jump ship to get the next 2 and so on.

Unless I've completely misunderstood (also based on the minimal information available at this point)
It is possible that the wait times get shorter the longer you remain pledged, a loyalty reward, which could make swapping a net loss of time overall.
We will start to find out in 20 days.
 
I'm still curious to see how this will work, and to what extent.

Based on order of unlock, and times involved, there might still be scope for minor module shopping.

If wait times are short enough, one could stick to one power, but if modules are all one has an interest into, one might as well pledge to one power to get 3 modules, then jump ship to get the next 2 and so on.

Unless I've completely misunderstood (also based on the minimal information available at this point)
I suppose it depends on one's outlook. Personally I'd stick to one power, rank all the way up, and have permanent access to all modules. In the long run that'd likely be the most time effective way rather than repledging and ranking every time I need a different module.
 
I suppose it depends on one's outlook. Personally I'd stick to one power, rank all the way up, and have permanent access to all modules. In the long run that'd likely be the most time effective way rather than repledging and ranking every time I need a different module.
That's the crux of the matter. If working within PP means doing normal activities, but this time actively supporting one power, it means that one ranks up by playing normally (rather than chasing merits), and therefore it would all boil down to waiting times.
I'd rather stick to one power, but I suppose there are players who are not interested, and finding the best route to get all the modules would be their priority, no matter how many times they need to change allegiance, if need be.
 
If wait times are short enough, one could stick to one power, but if modules are all one has an interest into, one might as well pledge to one power to get 3 modules, then jump ship to get the next 2 and so on.
Frontier normally put things on an accelerating scale of some sort, so getting to rank 3 with 12 powers might well be quicker than getting to rank 10 with a single power.

Of course, sticking with one power you'd then at the end be able to permanently buy all the modules as and when you needed them, rather than guess how many you might need in future, and have a combination of needing to come back later and your module storage being full of unused junk, so that seems potentially advantageous enough even if only in it for the modules.

It is possible that the wait times get shorter the longer you remain pledged
They haven't said, but I don't see anything in the reveals so far which would make wait times necessary at all. If a dedicated supporter gets access to all the modules permanently anyway, then there's no real need to discourage rapid cycling of powers.
(And the removal of PP1's delay on changing power or consequences for "switching sides" suggests that Frontier no longer care if people do, too)
 
I'm hoping, but seriously doubting, that there will be some way to avoid pledging to any power; I'm more dedicated to the pilots' federation than anything or anyone else. Would love for that to be a viable path, it just makes sense for a bounty hunter to be completely independent of any political beliefs and their inherent ties.
 
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