Powerplay 2.0 Activities

Are these two latter ones just junk, then?

Yeah, if you collect industrial/research data in a reinforcement system (including fortified) then there's no use for it. It's only useful if collected in acquisition or undermining systems. I think this is as indicated in the first post?

I guess the implication is the power already has access to such data in its own systems, or something like that.
 
Are these two latter ones just junk, then? (they are starting to clutter up the inventory!)
Theoretically if the system was Undermined all the way back to unoccupied, and you still had them, you could hand them in at that point to get a head start on reacquiring it.

Given how rare (successful) undermining is you should probably sell them to the bartender unless you have specific knowledge that an attack there is coming.
 
I'm considering taking PP settlement missions, is the no data-in-dataports bug been fixed? Have heard that it's borked again recently.

Also, how do I use my energy link tool in overcharge mode so I can silently disable an NPC opponent? Is there anything I should watch out for? Many thanks in advance
🙂
 
Also, how do I use my energy link tool in overcharge mode so I can silently disable an NPC opponent?

Creep up behind them and pull the trigger it looks ilke (goes to 8:24).

For the bug, I thought it was fixed a while ago.. give it a try and report back! Data in Odyssey data ports is RNG so give it a few tries by going up into supercruise and landing again (relog while at the settlement clears all Odyssey loot, except for mission targets, a common source of confusion.)
 
Creep up behind them and pull the trigger it looks ilke (goes to 8:24).

That was quick 😲 I'm going to pretend they're stunned, not dead 👻 From the looks of it, the person you're stunning must be unshielded and not wearing armour.

For the bug, I thought it was fixed a while ago.. give it a try and report back! Data in Odyssey data ports is RNG so give it a few tries by going up into supercruise and landing again (relog while at the settlement clears all Odyssey loot, except for mission targets, a common source of confusion.)
Roger! 🫡
 
I'm considering taking PP settlement missions, is the no data-in-dataports bug been fixed? Have heard that it's borked again recently.
The bug was is if the settlement was in a system NOT controlled by any Galactic Power, then it had no Odyssey materials in the lockers, crates, laying around on tables, etc. Since you'll be targeting settlements that are within controlled systems of a GP you shouldn't have any problems. I've had no issues finding Power Play-related data at Data Ports.

Per Nowski's recommendation for resetting the Data Ports, leave the settlement, enter Supercruise, fly above the DRP altitude on your HUD's altimeter, and land again (you don't have to fly all the way up to the ORB(it) OC level). I find heading straight up at 90 degrees until you're free of the planet's mass lock, entering Supercruise, pulling back on the stick to pitch your nose up until you're now flying away at a 55 degree angle, waiting until you pass the DRP point by a few kilometers, and then pulling back on the stick again until you've completed a 180 degree turn facing the settlement will give you the correct approach angle while depositing you at the same orientation with the settlement as when you left.

You'll probably want to NOT use the settlement's landing pad. Landing manually will more often place you closer to the settlement as well as allowing you to choose which building you're nearest to than the pad. If you're just downloading a couple times, this doesn't matter. But if you're going to do it repeatedly (say, to Undermine or Reinforce a system), then the time saved from that shorter distance to walk as well as placing you closer to the first building you want to enter (typically the one with the settlement alarm if you're Undermining) will add up to significant time savings over repeated runs.
 
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You'll probably want to NOT use the settlement's landing pad. Landing manually will more often place you closer to the settlement as well as allowing you to choose which building you're nearest to than the pad.

Very good point, and thank you for that very detailed explanation 👍
 
We are now a quarter of the year into Power Play 2, and there is still no update on when rare goods and escape pods will be reintroduced. These features offer significant benefits to their respective galactic powers, yet their absence continues to impact gameplay.

Could we at least get a brief update or clarification on the plan for their return?
 
So annoying. Spend hours getting the items for a weekly, then take them to the system it says to turn them in and they won't take them. Really kills my enthusiasm.
 
Well actually, checking the thread title, I think my comment is relevant. If some PP2 tasks are beset by random bugs as it seems to me they are, that information is important when deciding which ones to attempt, and sharing experiences about frustrations we've encountered provides that information.
Well actually, checking the first post, the information about exo and carto is already in there, so you can decide which ones to attempt, and it signposts both threads on those topics.

Anyway, on-topic, my Trailblazers Outpost came online, so I offered them some Federal Aid.

On the Hand In screen, it lets you attempt to hand in these Power Commodities.

However, nothing happens when you do. The cargo remains in the hold and the system does not receive any merits. You can try this multiple times.

An event appears in the Journal as if you handed them in but... You haven't.

I will try again after the Thursday tick but worth noting this bug anyway I think.

EDIT: Worth "noting" this bug. Not worth "nothing"
 
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Wild. Pew pew is fine but learning to stop a ship and loot it, which is harder, gets no reward.

Not to mention, if NPC ship boarding mechanics ever appear, taking the crew hostage (for ransom) and their cargo should earn you triple merits.

Bonus points if none of the crew die (waste of a ransom after all).
 
Vulnerabilities - each power is weak to up to two additional undermining activities in systems they control or (it seems) when in conflict with them for acquisition, as follows:

@Nowski Thanks for your great work in putting this together and keeping it up to date.

Being new to PP2.0 it is a big help, but not sure what the above refers to?
Does that mean when undermining a system that the particular (enemy) power loses ground faster by using the listed activities?
 
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