Elite Dangerous | Powerplay 2.0 Questions and Answers

Yes but the then equivalent of the special effect wasn’t a choice from a list but random from the selection on the gambling wheel, fine if you were lucky and had the mats etc to keep on rolling incredibly frustrating for most of us.
Of course how good the module was could become how bad as back then you could make it worse.

Which is why I focused on G3 rolls back in the day, and mostly banked the G5 mats for the future. You could get dozens of G3 mats for the same effort it took for a single G5 one, the high-end range of G3 overlapped with mid-range G5, and had lower penalties.
 
Which is why I focused on G3 rolls back in the day, and mostly banked the G5 mats for the future. You could get dozens of G3 mats for the same effort it took for a single G5 one, the high-end range of G3 overlapped with mid-range G5, and had lower penalties.
Is this about the F.S.D.? Increasing the jump?
Or the weapon effect - long range?
 
Is this about the F.S.D.? Increasing the jump?
Or the weapon effect - long range?

In Engineering 1.0, the overlap between grades mods was considerable, regardless of the type of modification you were doing. Thus, it was quite possible for a G5 overcharged PowerPlant, for example, to be a downgrade from a G3 one. A lot of players considered that a flaw. I considered that a feature. When the common forum advice was to ignore any lesser materials, I was eagerly vacuuming them up, and then heading to an engineer when my bags of holding were full.

This is because G3 materials were much more common than G5 ones back in the day. The effort it took to visit enough HGEs to find a single G5 material, could be used to acquire dozens of G3 materials, which meant dozens of G3 rolls to acquire a “god tier“ G3 or experimental effect, which was just as good, or better than, most G5 rolls.

Engineering 2.0 changed all that, guaranteeing that any G4 roll would be better than a G3 roll, and a G5 roll better than a G4, which worsened the existing power creep. But G3 engineering still requires the least amount of effort compared to G5 engineering. A G5 material can be traded down to provide nine G3 materials. A G3 mod provided about 90% of the benefits of a completed G5 mod, 60% of the disadvantages, and cost, on average, about 1% of the materials.

This math holds relatively true under today’s Engineering 3.0. Materials may be easy to acquire to the point of ridiculousness, but data and raw materials still require effort to acquire. Between the lowering of the cost of completing G5 mods, and increasing the cost of completing a G3 mod, it now costs only one fifteenth if the materials to gain the same benefits, but that is still fifteen G3 modules acquired for the same effort of a single G5 module.

Which is why I recommend G3 engineering for those who don’t want to “grind” to engineer their ships. Low effort, high reward, and can be done with only a few engineers.
 
So... the last (complete) cycle of Powerplay 1 began today.

Can we have some detailed mechanics for Powerplay 2 now? Pretty please @Paul_Crowther ?
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I don't see many options how Frontier could communicate all that info with us in the short time frame remaining. A massive forum post would be one, but Frontier don't really do those anymore.
 
That's obviously not enough ahahah
Jokes aside: many things have to still be clarified about what actually stronghold and fortified systems do, how a system can become exploited etc.
I am waiting for someone to suggest Frontier don’t know yet.

Me I am sure they know how it is supposed to work and that we will find that out in 12 days time, with people starting to post alternative ways to work it shortly after that.
 
Like the BGS manual? :)
The potential distinction is that players aren't really meant to poke the BGS with specific intent, whereas players are absolutely expected to poke Powerplay competitively.

My expectation at this stage from what we've been shown so far is that, like the Thargoid war, the basics of "what do I do in this system and what happens if I do?" should hopefully be fairly clear from the in-game interface once we can see the full thing (though there'll nevertheless be room for players to write clearer summaries not designed to be navigated with a joystick hat switch) ... and the precise numbers needed to turn that into a winning strategy for an organised group are for us to discover and for Frontier to wish we hadn't.
 
In Engineering 1.0, the overlap between grades mods was considerable, regardless of the type of modification you were doing. Thus, it was quite possible for a G5 overcharged PowerPlant, for example, to be a downgrade from a G3 one. A lot of players considered that a flaw. I considered that a feature. When the common forum advice was to ignore any lesser materials, I was eagerly vacuuming them up, and then heading to an engineer when my bags of holding were full.

This is because G3 materials were much more common than G5 ones back in the day. The effort it took to visit enough HGEs to find a single G5 material, could be used to acquire dozens of G3 materials, which meant dozens of G3 rolls to acquire a “god tier“ G3 or experimental effect, which was just as good, or better than, most G5 rolls.

Engineering 2.0 changed all that, guaranteeing that any G4 roll would be better than a G3 roll, and a G5 roll better than a G4, which worsened the existing power creep. But G3 engineering still requires the least amount of effort compared to G5 engineering. A G5 material can be traded down to provide nine G3 materials. A G3 mod provided about 90% of the benefits of a completed G5 mod, 60% of the disadvantages, and cost, on average, about 1% of the materials.

This math holds relatively true under today’s Engineering 3.0. Materials may be easy to acquire to the point of ridiculousness, but data and raw materials still require effort to acquire. Between the lowering of the cost of completing G5 mods, and increasing the cost of completing a G3 mod, it now costs only one fifteenth if the materials to gain the same benefits, but that is still fifteen G3 modules acquired for the same effort of a single G5 module.

Which is why I recommend G3 engineering for those who don’t want to “grind” to engineer their ships. Low effort, high reward, and can be done with only a few engineers.
I'm not sure why you wrote that. I still have unique old modules in stock.
It was just written that it is necessary to make g3 so I wanted to know that it is also about FDS to jump less ? And also the effect to not do full damage at 6km.
In fact, with my words I was pointing out the mistake that not all modules should be limited to 3 grade, sometimes it is better to bring it to 5.
 
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