Given the apparent advantage of reinforcement over undermining would it follow that most systems will wind up as Strongholds?
......you can use your own carrier and the cargo transfer option rather than the market for Powerplay tasks which don't have this restriction)
It's not even mission timers per se. It's the fact that mission timers continue to expire when I'm not logged in.I sometimes wonder why FD listen to the people who want fast travel and longer jump range, but not those of us who just want mission timers to go away.
I sometimes wonder why FD listen to the people who want fast travel and longer jump range, but not those of us who just want mission timers to go away.
Besides the red skull for threat-level missions, we could at least have a yellow rolling-pin icon for missions which could cause domestic issues.
I'm genuinely curious how much player engagement PP2 would still receive if the modules rewards were removed from PP progression.The more I read about this PP2 system the chances of me giving it a go just wither even more.
I had never paid much attention to the difference between the two, and never realized that there could be some significant difference. But, indeed, "metallic" rings seem to be richer (ironically enough) in more valuable metals than "metal-rich" rings. Certain valuable metals seems to appear only in the former, and overall valuable metals seem more abundant..."Metallic" and "Metal-rich" rings are not the same thing. Both that statement and the ones you've been given in this thread are correct.
I think it's fair to say you have greivances with the mission system, and you think PP2 does a better job of it? I won't grandstand on your grievances, but I would say that if you have issues with the mission system, they should be fixed in the mission system, not by making PP2 fill that gap.
I had never paid much attention to the difference between the two, and never realized that there could be some significant difference. But, indeed, "metallic" rings seem to be richer (ironically enough) in more valuable metals than "metal-rich" rings. Certain valuable metals seems to appear only in the former, and overall valuable metals seem more abundant...
Yes, and "eventually" isn't all that far away necessarily.Given the apparent advantage of reinforcement over undermining would it follow that most systems will wind up as Strongholds?
It's not that significant, really, at least not at the moment.Hmmm... Another example of personal FCs causing skewed situations. It seems those of us who don't use a personal FC would be at a disadvantage here again*.
Ok... i do think i get what you're saying now... i guess i funny share some of your more favourable opinions/ assessments here.Not at all.
There's nothing wrong with the mission system per se. My only major issue is the fact that mission timers expire in when not logged in. That's the only problem I have with the mission system. This one issue creates considerable friction against simply playing the game as frequently as I'd preferred, and having to work around it means I can't always take missions I'd find particularly fun to do. Shorten the mission timers and restrict expiration only when a player is logged in, and that issue goes away. See above.
PowerPlay 2.0 exists to fix the flaws of the Large Scale Politics simulation, AKA PowerPlay, and it does so quite well. While I do have some minor quibbles, especially where undermining is concerned, they are minor and do nothing to lessen my enjoyment. Heck, I've been working on my short-term strategic goals for the last three months, and am quite enjoying myself. I would've quit doing what I'm doing long ago otherwise.
The BGS exists to bring life to systems at the local level, and does so admirably. The fact that the BGS can be used for emergent gameplay, such as what I use it for (a simulation of system-level politics), and what others use it for (a proxy for territorial gameplay) does not obviate it's primary purpose. Personally, I have some minor quibbles with how Frontier implemented BGS 2.0, in particular how they removed the more nuanced effect certain types of missions had on faction states, but that does little to lessen my enjoyment of the game in general, and messing with local politics in particular.
As for the mission system, I consider it one of the stars of the show. Aside from the real-time expiration of mission timers I mentioned above, my only other minor quibble is how Frontier removed the more nuanced effects missions had on faction states. I much preferred the notion of trading influence to affect faction states over the current influence grind we have today.
I do think Frontier missed the boat by not fully integrating the mission system into PowerPlay 2.0. You can leverage some types of missions to earn a decent amount of merits, I'll be hitting Rank 100 before the Thursday Tick mostly by taking advantage of what synergy there is between the two, but there's a lot more Frontier could do in this department.
clear any full refinery bins before you dock
I had never paid much attention to the difference between the two, and never realized that there could be some significant difference. But, indeed, "metallic" rings seem to be richer (ironically enough) in more valuable metals than "metal-rich" rings. Certain valuable metals seems to appear only in the former, and overall valuable metals seem more abundant...
View attachment 415356
On the other hand, these didn't sell for much in the system in question, so only 5k merits for over 2 hours of mining...
Certainly the 1t doesn't count.If its just the 1t, it doesn't really matter. If that last refined ton taints the whole load, that could be nasty.
Certainly the 1t doesn't count.
I've heard that it will also taint any other cargo of the same type still in your hold (it won't taint other cargo types, I've tested that)
So if you sell the one you've got a refinery backlog of first you should be fine, too. Though if you're only in it for merits and not credits you might as well dump it anyway.
There's a lot that stops making sense if you don't expire missions in a reasonable time. We already see it with restoration missions in Odyssey, and saw it with Thargoid missions during the war. But that's getting super OT...IIRC, they can't completely remove mission timers for some technical reason relating to BGS or something. The max is 4 weeks. However, they could certainly relax the timers on some of them.
TBH I'm doing it mainly to try out some of the modules. I have very little understanding of how powers ebb and flow and no real motivation to gain any. I restrict myself to reinforcement activities, not undermining, and don't do anything on foot. I know this might be annoying to people who play PP "properly" but it's how FD have set things up. I guess too that without module incentives and stronghold perks, PP would be much less popular.I'm genuinely curious how much player engagement PP2 would still receive if the modules rewards were removed from PP progression.
I know for sure I'd unpledge in an instant, as those modules (as meh as many of them are, and despite being familiar with almost all of them at this stage) are the only reason I bother earning merits. I don't play as part of a squadron, I don't find the PP2 lore/framework 'meaty' enough - or offer sufficient versimilitude - to allow me to RP around it, I don't care for the benefits* most of which are credit/rep bonus based, I don't see the point to change the power in random system ABC from blue to red or green, for it to be changed back afterwards in an endless tug of war.
*the one thing I find tremendously useful are Stronghold Carrier outfitting/shipyard facilities, given I still haven't unlocked ShinDez since I wiped my account last.
I have an FC and haven't felt even slightly tempted to use it for PP2 stuff over the last 3+ weeks.Hmmm... Another example of personal FCs causing skewed situations. It seems those of us who don't use a personal FC would be at a disadvantage here again*.
The more I read about this PP2 system the chances of me giving it a go just wither even more.
This would be a pretty horrific facepalm if it's true.I've heard that it will also taint any other cargo of the same type still in your hold (it won't taint other cargo types, I've tested that)
I don't think that tainting happens. Once I had a load of tritium in my carrier; some mined and some bought. A CG came up for it, and I found that some got credited and some didn't, in about the proportions I guessed.I have an FC and haven't felt even slightly tempted to use it for PP2 stuff over the last 3+ weeks.
This would be a pretty horrific facepalm if it's true.
There are not enough facepalms in the universe. Pointlessly convoluted game system is pointless.I'll keep an eye out for it now. One time i dumped a load and got way less merits than i normally got. This might have been the reason.