The Powerplay discussion thread.

it will show you that you hit level 3/4/5 whatever but rewards wont come until weekly reset but you do instantly unlock more merits per 30 minutes,money comes like this
i was rank 3 1st week but i only got 1000 credits for 1st week because i guess they dont want to instantly give you rank 3 payout so week 2 i got 50 thousand,thursday i will get 500000 and after that 5 million
and i think you do get it weekly...because well its salary that gets paid for work so im guessing you will always get same amount
but you loose merits every week and it will tel you how many got transferred from last week so i had 2200 and after update i lost 300 merits so you wanna still contribute to keep your rank up to get constant payroll
 
Not going to flame but I will say, I haven't touched power-play since it came out, it doesn't interest me at this point in time. I have simply continued to play ED just like I did before 1.3 hit and in all honesty, aside from some nice ship/module discounts and seeing the controlling leaders name in some systems, I don't even notice it's there. I get it may be harder to not notice it now you have been "in" it for a while, but everything does seem to be running quite happily without PP if you chose to ignore it. Then again your playstyle and goals may differ from mine.
 
it will show you that you hit level 3/4/5 whatever but rewards wont come until weekly reset but you do instantly unlock more merits per 30 minutes,money comes like this
i was rank 3 1st week but i only got 1000 credits for 1st week because i guess they dont want to instantly give you rank 3 payout so week 2 i got 50 thousand,thursday i will get 500000 and after that 5 million
and i think you do get it weekly...because well its salary that gets paid for work so im guessing you will always get same amount
but you loose merits every week and it will tel you how many got transferred from last week so i had 2200 and after update i lost 300 merits so you wanna still contribute to keep your rank up to get constant payroll

well that sorta sucks...
cause i was thinking that i can totally get paid if i dont play some weeks but now it seems that isnt the case.
and this "salary" isnt even a salary since you dont even get paid back what you put in.

what would have been a great mechanic is that if you get paid that salary for at least a month or two insuring that what you invest and also some profit right back. but other than that i see no incentive to continue to fight for my faction and spend the money that i do.
i hope this gets changed around
 
Not going to flame but I will say, I haven't touched power-play since it came out, it doesn't interest me at this point in time. I have simply continued to play ED just like I did before 1.3 hit and in all honesty, aside from some nice ship/module discounts and seeing the controlling leaders name in some systems, I don't even notice it's there. I get it may be harder to not notice it now you have been "in" it for a while, but everything does seem to be running quite happily without PP if you chose to ignore it. Then again your playstyle and goals may differ from mine.

This

Powerplay? What powerplay? <howls>

Also this.

The passive benefits are nice for just being in controlled space are nice, extra bounty money/reduced prices and what not.
 
OP - why not simply avoid PP? Strikes me that would solve your problem, as you loved the game before you engaged in PP.

Btw - I personally pledged to a power, but have done virtually nothing to help said power. I just like the added danger of encountering enemy commanders once in a while. As a bonus, when I kill an "enemy" commander, I get a love note (in the form of merits) from my power.
 
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what would have been a great mechanic is that if you get paid that salary for at least a month or two insuring that what you invest and also some profit right back. but other than that i see no incentive to continue to fight for my faction and spend the money that i do.
i hope this gets changed around
You only put in more than you earn if you try to fast-track to level 5 by buying the quota.
 
You only put in more than you earn if you try to fast-track to level 5 by buying the quota.

yes but once you reach higher levels you lose higher levels of merits too.
though 300 merits isnt THAT much, it does mean that if i go on vacation or i take a break from this game i will eventually lose all my merit.
and ive put in hundreds of hours into this game and now im really just waiting for some new content and the expansions to come out.
this means im definitely going to be losing all my merit cause im probably going to take a two month vacation from this game.

im sorry to say but it just seems pointless to really concentrate on the powerplay portion of this game.
i mean its nice to have and participate in. but other than that im good.
 
I'm already sick of power players interdicting me to get a vote .... what???? what about all those community's that formed for exploration pirating trading escorting fuel running ? this political junk is just that.
 
I get the idea, and I applaud your efforts, but the idea still smacks of bribery. It still boils down to, "Here is a preferred mode and a bribe to play it. You can still play the other modes, but you won't be getting your daily bribe." Open should be populated by like-minded players: Players who get and share the appeal of playing in open. I know that you mean well, but trying to bribe the players who aren't already predisposed to playing in open just doesn't sit well with me.

Without getting into a vs thing, I think everyone should accept that there should be organic reasons to play in any mode. I play solo because I like single player games, and that's about as organic as it gets. I've seen scores of posts from MMO players, who are naturally drawn to the exact opposite experience than I would want.

IMHO, offering any reason outside of individual taste and playstyle would be the wrong way to go. In the long run, open players will be better served by being instanced with other players who also prefer open, than with the guy (or girl) who isn't really into the whole MMO scene, but just couldn't pass up the bribe.
 
What powerplay? Actually, not much of the game's updates beside CG have any effect on me. I don't wing, and I don't do PP. Major patches are just new ships and bug fixes for me... I played the game exactly the same way since release. In fact, on CGs I usually do just enough to slip in the 70% bracket. I was only in the 5% bracket once, and that's on a very short CG (2 days), happens right in my backyard & it has a good profit even before any rewards.
 
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While I wouldn't say that Power Play killed Elite: Dangerous for me, I will say that I like the game a lot less than I did v1.2 (which I really loved). If it went back to that, keeping the new ships of course, I would be very happy!
 
This is why private intra-faction comms are a must. I previously proposed an in-game reddit style system that would be limited in scope to concepts essential to coordinating a power's actions effectively and efficiently in a language-agnostic manner, requiring no moderation. Of course, it will never be implemented. But if you don't ask, you don't get, right?

FD have said they are implementing something on the forums here, but secrecy just isn't an issue right now.
Every Power has crazy preparation targets week after week, its an internal battle to push them out.
Everywhere is fortified over 100%, which does nothing, and control systems are undermined over 100% which also does nothing.

Trying to get that message out is hard enough, good luck using some sort of secretive communication channel
 
The two types of players that need to be encouraged to join open are traders and explorers.

1. Traders and explorers are not primarily interested in interaction with other players.
2. Traders have almost nothing to gain in open:
- most interaction will be negative
- there is much higher chance to lose progress
- combat is totally one sided and not fun for trader
- even if they "win" (run with cargo), they lose time
- even if they "win", they can be interdicted again and lose more time
- meaningful security or law is non existent (from trader PoV)
- even if they destroy pirate, progress loss for pirate is minimal - comparing to possible trader losses insignificant
3. Pirates want interaction with traders.
4. Griefers want interaction with traders.
5. Bounty hunters want interaction with pirates and griefers.

Penalizing Solo players by making traders&explorers grind more to unlock faction benefits will not make them seek player interaction.


What could be done:

1. Lower the "fee" for traders:
- different ship&cargo insurance basing on system security level
- different ship&cargo insurance for unarmed traders
- different ship&cargo insurance for clean players
- trading ship on PowerPlay missions could have insurance fully covered by the PP faction (some resource system that could add another layer to PP?)
- "non-lethal" weapons for pirates to disable the trader instead of having to cause damage
- killing clean/unafilliated players should be penalized - so less players will destroy traders&explorers
- hired AI for protection, security forces response
- make interdiction encounter longer but single event only

2. Lower the risk for explorers returning to civilized space:
- no scanned data loss on death?
- data delivery drones?

3. Improve PvP Bounty Hunting:
- add PvP mission system that influences matchmaking
- allow BH "wing beacon-like jump" to a trader attacked in the same system - and share part of the bounty with trader (!)
- advertise pirate location if spotted in high-security system
- collected bounty should be less than 100% of the insurance paid by the pirate (to protect against printing money) - pirate death could lower the bounty just by this amount

4. Improve the crime system:
- the space is big enough to ban pirates from stations where a bounty is set by a minor faction
- make the fines and bounties survive a ship destruction, just as trader's money loss "survives" ship destruction - lower the bounty by paid insurance only
- make the insurance more costly for pirates (e.g. 10%)
- make piracy more profitable if "done right"

5. Add separate layers without changing the Open/Solo balance:
- add new combat ranking like "Valor" you proposed, but make it an Open-only ELO-like rating
- automated "protect convoy" missions with matchmaking, allowing PvP players to play escort scenarios - with "destroy convoy" mission autogenerated for other side
- add additional PvP possibilities (CQC)

This to me is the most signifigant post in the thread. Well thought out, sir!
As a solo player, I can say that these implementations would best compel me to consider venturing into Open PP.
 
there is one thing that separates solo and open currently, and that is player bounties. finally whit the new crime system we got them working somewhat, and for me they are a big carrot to entice me into pvp and to stay away from solo.
and PP undermining generates allot of player bounties and makes it almost worth it for a PP player to stay home and defend control systems that are under attack.
it is also a reward that does not seem to cause any jealously or envy among the solo players,
why that is i have no idea? maybe they have not caught on to it yet, or perhaps its the difficulty level of claiming them.
but if this is an acceptable type of reward maybe we can find other things like it that works to.

i think it can be worth to analyze this for a bit,
and whit the goal to incentive PVP, and not of the goal of getting more players from solo into open may i add.
as i think that is our purpose here right? to enrich PP and make PVP more meaningful within its frame instead of something that is rather avoided.
 
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