Powerplay quests seems boring

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I joined one power and the quests are only picking 10 of something and deliver it to another system, thats it, is it suppose to be fun? or am I missing something?
 
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I joined one power and the quests are only picking 10 of something and deliver it to another system, thats it, is it suppose to be fun? or am I missing something?

You will also have combat option, but yeah the hauling 10 tons of aid/propaganda, reports whatnot is a rather shallow mechanic.

Hopefully they integrate the mission system with powerplay for more varied gameplay options :)
 
The way I understand it is this....

During the initial cycle (all cycles last a week) then yes you can do the deliver 10 things to expansion systems. The power is attempting an expansion there.

Then if the power fulfils the expansion criteria the following week's cycle will be the actual expansion attempt. This will involve tasks related
to the power (e.g. in Lavigny-Duvals tab it mentions combat a lot so I'd assume the tasks will be combat related for her).

Then if that succeeds the power takes control in the next cycle and you can do stuff to maintain control (again I assume the stuff you do relates to the
ethos of the power - Duvals would be combat again probably). While you do this other players from other powers might be in that system trying to undermine the control so basically fighting against you.

I may be wrong on all of that but that's how I understand it right now.
 
I joined one power and the quests are only picking 10 of something and deliver it to another system, thats it, is it suppose to be fun? or am I missing something?
The "fun" is more about how these powers can have drastic changes on the systems laws, as well as a few nifty personal benefits. But yes, how we play the game really hasn't changed much yet. Just more fetch quest objectives. I'm hoping this is just setting up the infastructure for even better updates.

I'd rather see some actual gameplay mechanics added to the roles before we are landing on planets or fighting thargoids.
 
It depends on the power you join. There are hauling missions, combat missions and exploration missions depending on who you join
 

Space Fan

Banned
Personally I have no interest in it at all. Game runs smoother, and the missions aren't so bugged. But they need to think of something more entertaining than powerplay IMO.
 
Try nipping into an opposing power's territory. Your own power contact will give you different options at those stations which are usually combat orientated.
 

Thanks for the link.

Just having a read through and in particular the Power Bios. There's a table against each character, but what is this exactly telling me?

For example Zemina Torval has the following: -


General
Influence gains boost for Imperial minor factions, reduced for Federation.
Weapon: Mining Lance (Mining Laser, capable of inflicting combat damage)
Control Systems
-20% price of legalised Imperial slaves
Shipyards have Imperial ships
Mined materials consumption/production x2
-20% price of Mined materials
Empire
Imperial slave production/consumption x2
Federation
-10% Mined mineral price
Independent
-10% Mined mineral price
Alliance
-10% Mined mineral price

Especially for the Federation, Independent & Alliance?
 
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If you prefer privateering or piracy, you can always go undermine rival powers instead of doing the fetch quest. To do so, there's no quest--choose a nearby rival's control or expansion system, view its powerplay info and read what the undermine (control) or contest (expansion) task is. Head out there and perform that task to gain PP vouchers, then bring them back to any control system for merits and credits.
 
I am with that war-monger Hudson and combat means NOTHING this week. It's is all for preparation now, which is 100% hauling c*** around. After next Friday, when we can start expansion attempts, combat will again become relevant.

'Till then, I'm extremely bored...
 
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