I don't know exactly how relevant this will be, but I felt, as a relatively newer player, it might be worth putting my thoughts in the hat in case the developers see this.
Although I appreciate the ideas and effort that has gone into Powerplay, it isn't living up to the anticipation that has been building in me for the last few weeks. Since I began playing Elite, I have been impressed with its Cobra game engine, the graphical fidelity, the quality of the art design, and other production details which have realised a magnificently impressive open galaxy to explore freely.
However, what has not impressed me it the relatively simplistic mechanics of the gameplay elements behind the scenes that govern your interaction and dictate your status as a player. Quickly, it became apparent that much of it is a recreation of the mechanisms of the older games.
That's not a negative in itself, but in 2015, I expected innovation and advancement of current standards, something previous Elite games always did. I felt there were some glaringly simple, or outright missing, features in the game, and that surprised me because this was the release version.
With these basic elements that were lacking, the game felt like it was still in beta, and just released early in order to further promote and fund ongoing development. I felt this was fair when I saw Frontier's ongoing commitment to continue updating and enhancing the game for the long term.
My hopes were that some of these simplistic elements, or unfinished areas, were placeholders for upcoming improvements. So far though, I've not seen that to be the case, because emphasis appears to be on adding new content, without necessarily increasing sophistication of the base game.
Yet, we've had games years ago with more player involvement and nuanced gameplay, and better progress interfaces and inventory management, RPGs such as Fallout 3 and so many ARPGs. Even Borderlands, which are just simplistic shoot'n'loot games, have a more deeply addictive system for such things as weapon variety, inventory, and making money. As a result, a lot of Elite's gameplay feels mechanically dated and functionally limited for a modern game; and with the wide open world universe here arises an inherent problem of depth:
We have very simplistic mechanisms like grinding activities to accumulate credits. However, this is common element of game design, and in itself not a negative. It's how you implement it that determines how it feels to the player. The equation must be balanced such that the activity is fun and enjoyable to do; so much so, that the player often forgets about the reward he's accumulating by doing it.
For me, this only ocurrs in the game with bounty hunting and its associated combat. Every other activity can only be done for short periods before it loses its appeal as a transparent grind or time sink. Trading becomes a chore not only because of the repetitive shuttling, but more because the markets don't feel like real economies linked to the system, its players and its resources, on which you feel like your effort is having an impact.
Where is the living economy with players and NPCs having an impact on supply and demand on commodities, leading to natural shortages and surplusses, as well as more sinister causes of the same? Where is my trader's licence, with penalty points when found doing dodgy things like smuggling, or providing benefits like becoming a salvage specialist and go around hoovering up abandoned cargo without being seen as a criminal?
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We have a black and white legal system where you can be allied to a local system, have helped the Local Authority countless times, yet a friendly fire brush will see you Wanted and hunted to death in favour of the real criminal you were helping to contain, all for a mere hundred credits. The proposed solution for this is another simplistic time based cool off period, rather than a more thought out reputation based mecahnic.
So, were is the deeper game here? You have the Pilot's Federation handing out free Sidewinders as an act of inexplicable charity, and a very strange insurance provider happy to take losses on every claim! Anyone can pick up and become a trader or a bounty hunter without a licence or permit. There are no job roles advertised through which a beginner player can logically start his journey, through which the loaned ship is a "company car", and the career has a degree of progression which pays a salary. For example:
a) Join the Local Authority as a system policeman, get given your Sidewinder, and a pay packet. As you progress, and do well, you can upgrade the ship. Eventuallly, achieve some rank in the police force and get upgraded to an Eagle, then a Viper.
b) Become a courier. Get given Sidewinder and do transport runs fro a fixed pay packet. Then, just like the above job, you work up to a Hauler, and then an Adder, until the job has earned you enough to start your own journey by buying your own ship.
c) Same as above, but a career opportunity as a miner...
d) Same as above, but a career opportunity as an explorer...
Once your career reaches a limit, or you decide to leave earlier, you give back the company ship, and take your credits to buy your own ship and do what you like. If you've earned a good rep after a solid career, you can apply for permits, such as the trading or bounty hunting licence mentioned earlier, which gives you some amnesty against illicit cargo or friendly fire infractions, but penalty points which can lead to losing the licence if you accrue too many. I could go on with such ideas to illustrate depth with further examples but that's beyond the scope of the comment.
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The ships are one of, if not the most, interesting thing in the game, at least for now. Yet, rather than be used as characters of player expression, they've been turned into rungs in a progression ladder within each class. Each more expensive ship up somehow invalidates the point of the lower ones.
The limits of the outfitting screen reflect that by putting a ceiling on every ship so that the only way out is the next ship up. Where there is overlap, it doesn't feel naturally designed, and where there is difference, it feels deliberately artificial. This could have been designed so differently, with greater degree of modification, so that every ship could have been valid for different players and playstyles, from beginner to experienced player.
The goal of the game should not be to climb the ship ladder, and keep up with the Cmdr Jones' with their Anaconda parked on the pad next door, but to get the ship that best reflected you, and prepare it the way you best like to play, leading to almost limitless variations. Instead, with the exponential pricing of the ships and their upgrades, it's a just a credit grind to get to the uber level ships.
It's also an opportunity missed to put the aquisition of certain ships behind gates like missions and faction loyalty, rather than just using price and module limits to differentiate them. Sure a few are locked behind the faction ranks, but many players see that as just another grind to be duly executed and achieved, working all sides to get everything, rather than an actual player choice with consequences.
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This same system is now also present in the Powerplay system of joining a Power and grinding for their upgrade, then defecting for your cool off period, until you can repeat the process for the next.
The mission system was another area that quickly lost its novelty as it became obviously a bunch randomised fetch quests and kill requests. Essentially, more trade shuttling or hunting targets in tediuos repetitive exercises of Supercruise and random USS/WSS drops. Powerplay was something I was excited would change that, and it has certainly added more flavours, from what I can see, but i'm not sure it's doing it with any further depth than more of the same basically artificial, simplistic and repetitve gameplay mechanics.
Add to that the 10% loadout penalty, reputation decay timer, the bounty cooldowns, etc., and I don't see real innovation here. Back in the 80's and 90's these systems to determine things might not have been so much of a problem because it was an earlier technical age. Today, game mechanics should be a lot more sophisticated, and far less transparent, than this. Something that at least matches up in sophistication to the awesome graphical spectacle of the dynamic universe the Cobra engine has rendered in front of us.