Turmoil - Power play - Discussion

So...what has changed in the Sim due to this Turmoil........?
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Smoking wrecks of stations? Convoys of ships escaping the "Turmoil"? Battleships moved in to the systems to create blockades? Old scores being settled? "Collaborators" being rounded up?...........or has just the word "Turmoil" appeared on a menu or news feed somewhere?
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How has the gameplay changed because of this?
 
Please explain how to organise players pledged to a power within the game, as I must have missed that bit.


That bit requires a bit effort on your behalf. Communication with dedicated groups, posting on the forum here, etc etc. Others do it, and do it very well. I personally play with a fantastic group of guys, who communicate with others outside of the game. That network of communication allows us to plan ahead, correct as necessary and co-ordinate.
 
So...what has changed in the Sim due to this Turmoil........?
.
Smoking wrecks of stations? Convoys of ships escaping the "Turmoil"? Battleships moved in to the systems to create blockades? Old scores being settled? "Collaborators" being rounded up?...........or has just the word "Turmoil" appeared on a menu or news feed somewhere?
.
How has the gameplay changed because of this?

Good question. I would hope to see Turmoil have direct effects on systems.

Perhaps it opens up possibilities for us un-pledged opportunists.
 
So...what has changed in the Sim due to this Turmoil........?
.
Smoking wrecks of stations? Convoys of ships escaping the "Turmoil"? Battleships moved in to the systems to create blockades? Old scores being settled? "Collaborators" being rounded up?...........or has just the word "Turmoil" appeared on a menu or news feed somewhere?
.
How has the gameplay changed because of this?

Considering how disconnected powerplay is from the rest of the game, I suspect that nothing visible will happen in game.
 
So...what has changed in the Sim due to this Turmoil........?
.
Smoking wrecks of stations? Convoys of ships escaping the "Turmoil"? Battleships moved in to the systems to create blockades? Old scores being settled? "Collaborators" being rounded up?...........or has just the word "Turmoil" appeared on a menu or news feed somewhere?
.
How has the gameplay changed because of this?

I'm really new to power play but I think it just means that they will start losing systems because there aren't enough members to keep them all stable. I don't know the rate at which they would lose systems though. Kind of curious about that. If a power expands too rapidly does the effect scale based on how rapidly they expand? Is there a level of expansion where the level of turmoil would be so great that the power could completely collapse?
 
Good question. I would hope to see Turmoil have direct effects on systems.

Perhaps it opens up possibilities for us un-pledged opportunists.

Yeah, that would be nice.. or perhaps an opportunity for an opponent to forcibly take over the system.. a couple of Battleships and a CG perhaps?
 
PowerPlay summed up in one Image :D

Joshua?

Actually, patrolling the system and taking out undermining opposition is a great idea. If you give it the same amount of merits that you get for undermining in an opposition system you begin to encourage active PvP. Or alernatively, collecting and handing in opposition cargo can result in merits per tonne or points for fortifying per tonne.
I agree completely. Some type of a power reward for defending your own control systems is severely lacking.
 
That bit requires a bit effort on your behalf. Communication with dedicated groups, posting on the forum here, etc etc. Others do it, and do it very well. I personally play with a fantastic group of guys, who communicate with others outside of the game. That network of communication allows us to plan ahead, correct as necessary and co-ordinate.

I asked specifically "within the game". And your answer is clearly that there isn't any way to do so within the game itself.

But outside of that, ALD has the most active subreddit and most active forum weekly forum thread. And it still only touches a small fraction of the player base. Organisation doesn't mean a thing when there is no way to disseminate the information to those who aren't actively looking for it.

Let me know your faction and I'll give you a rough estimate of when you'll hit the wall. Then you try and organise your way out of it.
 
Ah okay, then to answer you OP:
How did it happen? All large powers will eventually reach this stage.
How could it have been avoided? Preventing expansion somehow, which is currently impossible since Powerplay wants you to expand forever.
What can you do about it? Not my power so nothing, her power members can fortify every control system they have though.

Cross posting from the Lavigny-Duval thread a post regarding how it could have been avoided:

Just thinking out loud here...

Could powerplay become deeper and perhaps better by adding a 4th dimension to the psoudo 4x powerplay game.

Something like "Develop" a system. I guess it would just be another form of space trucking for now, but it would allow powers not only to expand laterally, but basically also expand depth wise. i.e. You could choose to stay a small power geographically speaking, but focussing on turning the systems in that area into powerhouses.

This dimension should also be easier to integrate with the background simulation as well as the mission system.

Of course, this goes beyond the realms of the current iteration of powerplay mechanics.

With the current mechanics it is unavoidable, and I presume an intended part of powerplay.

No power is meant to become all powerful, and powers are meant to rise and fall, not the same powers entrenched into the top three positions.

Cheers.
 
The question is: Is turmoil (and even the related loss of systems) actually so bad?

Biologists know that infinite growth is not possible. (Economists seem fail in this regard). So...
- The power grows.
- More and more effort is necessary to compensate the overhead by fortifying controlled systems.
- The power comes to the limit where the overhead isn't covered by the income of new systems any more and there are not enough members to compensate this by fortification (and expanding at the same time).
- The powers falls into turmoil and lose systems.
- The Power shrinks to a more healthy size, managable by their members. This frees energy for expansion again.
- The Power grows.

All this seems natural and not really frightening. Of course, if you expect to lead your power into universal domination, this might pop your dreams.
But if you see powerplay as constant raise and fall, where the (temporary) decay of one power creates room for other powers in their growth-phase, everything is fine.
But then, there is the constant threat of "perma-death" of the last three powers in the power hierarchy. Here, things get really interesting...

--

Edit:



In the contrary! It is thought out very well!

You do have a point, and I think the system is currently working pretty much as intended.

As an economist myself, I have to disagree about your assesment of our profession.

In business economics a very important concept is creative destruction, which involves for instance companies over extending, getting stuck with outdated product lines...then forced to downzise (turmoil), only then to refocuss and grow again in a healthy direction.

I think part of the dismay is that at the start noone had any clues as to how the overhead mechanic worked.

Cheers.
 
That bit requires a bit effort on your behalf. Communication with dedicated groups, posting on the forum here, etc etc. Others do it, and do it very well. I personally play with a fantastic group of guys, who communicate with others outside of the game. That network of communication allows us to plan ahead, correct as necessary and co-ordinate.

That's all and well, but how do you organise the bulk of players who play in solo mode for merit farming, and don't read the forums or reddit?
 
I asked specifically "within the game". And your answer is clearly that there isn't any way to do so within the game itself.

But outside of that, ALD has the most active subreddit and most active forum weekly forum thread. And it still only touches a small fraction of the player base. Organisation doesn't mean a thing when there is no way to disseminate the information to those who aren't actively looking for it.

Let me know your faction and I'll give you a rough estimate of when you'll hit the wall. Then you try and organise your way out of it.


That's the thing, by planning ahead outside of the game with others of like loyalties you can avoid issues. For example last night a system that was an outright disaster had been nominated quite heavily and could have led us to the situation that has occurred elsewhere at a later time. By communicating with each other that system was bumped down far enough so that it didn't get selected. This is the sort of organisation that can be done, that doesn't require chasing down every pilot and asking them not to do xxxx.

The other thing I would say, is that if you can build a solid community just from the reddit and forum posts, you begin to encourage those who also support that faction to look at what you are doing. Build the community and they will come. It would be nice to have dedicated faction forums here, but in the absence of that we have to continue doing what we can.

As for hitting the wall, yup, I expect it to happen.. but not in the way you are thinking ;)
 
I'd like a richer system to improve the internal stability of a power.
Fortifying alone is not enough.

Currently PP is driving us to expansion. Why not add more systems to increase income by increasing internal stability, welfare, prosperity etc.
Perhaps the Power could then for example expand internally with the building of new stations and installations.
If there were more station types like for example military fortresses, industrial installations, mining installations, large science complexes etc. etc. we could then work to see these created in certain locations.
When planetary landings is implemented the possibilities would become endless.
 
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here is a perfect example of people dont know what they are doing and how to fix it
first they all pledge to the power that seems to win
now they are like oh...well that sucks im just gonna pledge to another one and destroy that power
too many people capturing too many places thus leaving the faction broke

winters for the win
 
lol broken game mechanic we fortified every single system only 6 systems cancelled we expanded into 9 systems and some how are over head more than doubled from 1900 ish to over 4000 every single pp mechanic can be achieved in solo and private group after massive and active patrolling in active undermining targets 4 enemy faction players spotted multiple ALD faction players spotted even tho both systems fully fortified both in turmoil i would laugh if it wasnt pathetic the amount of information on the game mechanic we are getting from the dev and the amount of game time wasted patrolling said target areas

being interdicted 3 or 4 times in are hq systems by enemy faction npcs flying from nav beacon to station every single trip in a faction based on law enforcement and security lmfao

mission influence is a complete joke and completely broken 3 expansion triggers reached and capitalized on and then further mission grinding log in next day influence went to 2,8 and 12% respectively in originating systems no expansion in nearby target systems 70+ missions and not 1 rank up mission lmfao another complete waste of time
 
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