The Powerplay discussion thread.

Trading:

Much like the pirating concept I've also been trying to come up incentives for open trading based on the number of hostile players a trader encounters. Like my powerplay trading idea a multiplier based on how many enemy player encounters they have during a trading run. So far I have been unable to come up with a multiplier that is not immersion breaking (why would a trader be paid for avoiding pirates?). If anyone can come up with a good idea for this please state it.

One thing I have been toying with is that if a Trader is killed by a player Raider in a non-anarchy territory then they get no insurance costs to rebuy their ship as the system authority pays it as an apology for not being able to keep raiders out of their system.

One last idea was incentivising the use of pure trading ships. A trader in a large T9 etc could get some sort of small escape shuttle where they can fly back to a station and get their trading ship back at reduced insurance cost (as the insurance company doesn't have to recover their escape pod). The escape shuttle would be very small and incredibly hard to detect on radar so the pirates would not be able to find it easily/at all. A trading anaconda etc could also have this escape shuttle but would have to sacrifice cargo space and/or outfitting slots for it.


Thanks for reading and let me know if you can expand any of my ideas to make them work better.

hm so u want to buff open tradeing ...not totally bad idea but u leave some ppl out of the equation :)
 

atak2

A
hm so u want to buff open tradeing ...not totally bad idea but u leave some ppl out of the equation :)

The reason for this is solo players do not encounter "Griefers" or as I call them "Raiders". Hopefully this would allow solo players to feel more easy playing in Open if they want to because if they get killed by one of these player types they have no insurance costs to worry about.
 
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The reason for this is solo players do not encounter "Griefers" or as I call them "Raiders". Hopefully this would allow solo players to feel more easy playing in Open if they want to because if they get killed by one of these player types they have no insurance costs to worry about.

I think you misunderstand something - and the fact you are talking about something that differentiates solo from open puts your thread at risk of merging into the threadnaught on the topic - but solo players tend to play solo because they are either risk averse (especially people when trading) or simply do not want to interact with other players. Waving shinies in their face are not likely to get solo players to change. So.. if I understand correctly, what you propose would make trading in open better. So i think you best check out the first post in the open vs solo discussion thread.
 

atak2

A
I think you misunderstand something - and the fact you are talking about something that differentiates solo from open puts your thread at risk of merging into the threadnaught on the topic - but solo players tend to play solo because they are either risk averse (especially people when trading) or simply do not want to interact with other players. Waving shinies in their face are not likely to get solo players to change. So.. if I understand correctly, what you propose would make trading in open better. So i think you best check out the first post in the open vs solo discussion thread.

I understand that and will take the risk. My ideas are generally more about Powerplay and ideas in general so I did not feel my post fit the SoloVsOpenVsGroupVsOtherPlatforms thread.
 
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good brainstorm but im gonna have to put some business perspective into this.

you see elite needs to sell copies, and to do this they have to have options in the game. not everybody has good internet either do to money or infrastructure and we shouldn't punish them because they cant aquire good internet. and if you start selling the fact that this game doesnt have solo or solo is somehow worse than multiplayer then less copies will be sold. this is due to that fact that not everyone is the same and wants to play solo or can as explained before.

the simple fact is this game has multiple selling points; space, exploration, trading, ships, combat, role playing, multiplayer, ability to play solo, future prospects of planetary landings and other features that are here and going to be here. take out one of these attributes and the games worth dwindles and so does the demand for it.

and this all matters because the more elite dangerous sells the better it is for the whole community because we get more content with more units sold.
and remember this has a ten year development plan; so im sure that they will change powerplay around.
but as far as anything solo vs open changes go, i wouldnt count on it.
 
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I understand that and will take the risk. My ideas are generally more about Powerplay and ideas in general so I did not feel my post fit the SoloVsOpenVsGroupVsOtherPlatforms thread.

Ok, but are you sure you are aware that the devs have said on multiple occasions they will not implement anything that will make solo (or group) player second class citizens?

Therefore i suggest you remove the open only bonus from your suggestion.
 

atak2

A
Ok, but are you sure you are aware that the devs have said on multiple occasions they will not implement anything that will make solo (or group) player second class citizens?

Therefore i suggest you remove the open only bonus from your suggestion.


good brainstorm but im gonna have to put some business perspective into this.

you see elite needs to sell copies, and to do this they have to have options in the game. not everybody has good internet either do to money or infrastructure and we shouldn't punish them because they cant aquire good internet. and if you start selling the fact that this game doesnt have solo or solo is somehow worse than multiplayer then less copies will be sold. this is due to that fact that not everyone is the same and wants to play solo or can as explained before.

the simple fact is this game has multiple selling points; space, exploration, trading, ships, combat, role playing, multiplayer, ability to play solo, future prospects of planetary landings and other features that are here and going to be here. take out one of these attributes and the games worth dwindles and so does the demand for it.

and this all matters because the more elite dangerous sells the better it is for the whole community because we get more content with more units sold.
and remember this has a ten year development plan; so im sure that they will change powerplay around.
but as far as anything solo vs open changes go, i wouldnt count on it.

There are already ways that players get more merits (than killing npcs) from killing enemy players in hostile territory. I'm just trying to adjust that to make the whole merit making thing more coherent and to funnel player activity to hotspots so players find each other more easily.

+1 rep though for looking over my ideas even if you don't like them.
 
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Robert Maynard

Volunteer Moderator
I understand that and will take the risk. My ideas are generally more about Powerplay and ideas in general so I did not feel my post fit the SoloVsOpenVsGroupVsOtherPlatforms thread.

The basic premise of the post seems to be that players in Open will receive hazard pay / reduced costs if other players are encountered. That seems to be a clear case of "buff Open" - regardless of the fact that, in this case, it seems to be restricted to Powerplay.
 
The basic premise of the post seems to be that players in Open will receive hazard pay / reduced costs if other players are encountered. That seems to be a clear case of "buff Open" - regardless of the fact that, in this case, it seems to be restricted to Powerplay.

In b4 merge!
 

atak2

A
The basic premise of the post seems to be that players in Open will receive hazard pay / reduced costs if other players are encountered. That seems to be a clear case of "buff Open" - regardless of the fact that, in this case, it seems to be restricted to Powerplay.

If you feel that way you can merge it. It will be lost in the endless arguments of that thread. Perhaps you could move it to Gameplay suggestions?
 

atak2

A
u can remove the general ideas ;p

Robert is also free to delete any sections he thinks are detrimental. They are just brainstorming ideas and the whole General section was just vague rambles where I hoped to make Open not so intimidating.
 
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Robert is also free to delete any sections he thinks are detrimental. They are just brainstorming ideas and the whole General section was just vague rambles where I hoped to make Open not so intimidating.

we just point out to you that some parts can make ur thread derailed to other discussion dont need to take defencive mood :)
 

Robert Maynard

Volunteer Moderator
If you feel that way you can merge it. It will be lost in the endless arguments of that thread. Perhaps you could move it to Gameplay suggestions?

Had a discussion with other Moderators - I have put in an OP that states the thread purpose with a view to allowing it to continue.

Open for business again....
 
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Please stop pushing HIP 10786 up the list. Stop sending prep materials there. You'll be real sorry next week for above mentioned reasons.

CAILLI, KWATSU, CONII, and HIP 114585 all need to be pushed up above HIP 10786.

Snapshot:
7ti4e2H.png
 
I like a lot of the ideas, they would make it feel like there is an actual reason to want to encounter players in PP, instead of them being a hindrance.

One question about the "valor multiplier", How would that work when undermining? You could be in a system with a lot of enemy players around, but if you interdict an npc, you'd lose the multiplier(unless they enter your instance). Will there be a delay allowing you to kill npcs with the multiplier or will it only work against players? In which case players don't give merits for an undermine kill so that would have to be changed.

I also like the piracy changes, there definitely needs to be a bonus for non lethal piracy, and a punishment for the lethal kind.
 
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atak2

A
I like a lot of the ideas, they would make it feel like there is an actual reason to want to encounter players in PP, instead of them being a hindrance.

One question about the "valor multiplier", How would that work when undermining? You could be in a system with a lot of enemy players around, but if you interdict an npc, you'd lose the multiplier(unless they enter your instance). Will there be a delay allowing you to kill npcs with the multiplier or will it only work against players? In which case players don't give merits for an undermine kill so that would have to be changed.

It was my thinking that the Valour multiplier would only work when in the instance with enemy players present and the moment you or the enemy players leave the instance the multiplier would disappear and you get the standard number of merits for the npc kill. In fact I'm not entirely sure whether you should get extra merits killing npcs even with enemy players present. Probably would be best to have the multiplier work only against other players. That way players don't ignore each other to kill npcs.

Another way would be to have a slight bonus on killing npcs if other enemy players are about and the bonus wears off after a minute or two if no enemy players are around.

There could also be seperate Valour multipliers depending on what you are doing - i.e. undermining - more merits for npcs, not as many for players, another balance for control, another for expansion etc.

Edit: May have a better way for interdicting npcs for undermining - The game could count up the number of enemy players your ship can detect at the moment you interdict the npc. The Valor multiplier based on the number of enemy players then applies to the npcs you find in the instance once you complete the interdiction and the bonus resets as soon as you leave that instance.
 
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One serious gripe I have with powerplay is that every power is apparently hostile to every other power no matter where they are or what they're doing. No diplomacy, no nuance. I'm not holding my breath for either.

However, if hostile factions were hostile ONLY in contested systems, or systems undergoing some sort of power-based flux in some way, that might help get rid of one of the bugbears of playing in Open within a power. As it is no if you join a power you severely restrict yourself to one section of the universe.
 
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