The Powerplay discussion thread.

I'm of the opinion that there should be no npc interdictions at all in the home systems. They're the power HQ for crying out loud, they should be the safest systems in the galaxy.
The problem is that, in the current mechanic, any merit you earn go to preparation, expansion/opposition or fortify/undermine. And since taking down ships in a controlled (exploited) system is not supposed to bring anything, well, you do not get anything.
I really hope they tweak/add complexity to the mechanics soon :-(
 
PP has a lot going on, FD were never going to get it right first time, PP will prob have to have quite a few balancing changes before a decent balance is agreed upon, gotta give them time to collect their data and get feedback, feed back being the right word as ive seen some threads that are just rants
 
Got jumped by the Kumo crew 3 times tonight, 10 pirates with 400cr bounties, Fed agents being clean, well maybe (although I can rack up 30k on my head in moments undermining), but clean Kumo crew? What sort of mafia is the Archon running?

Even 5 merits a piece for these kills would be nice, would make PP feel more rewarding.

EDIT And the expansion kills need reworked also, 1 merit each seems mean to the point of sadistic.
 
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I will chip in a sya that I too would like some reward for defending the home system. Maybe missions to do so would be nice too.
 
I think that honour still belongs to Powerplay conflict zones. Powers with non-combat expansions don't know how good they have it.

mang, at least ppczs just have terrible payout for your time

pirating npcs to undermine has that plus it requires you to treat every suicidal "elite" hauler pilot with kid gloves or risk getting penalized for helping your faction on top of accruing massive bounties and barely contributing anything to the overall effort (assuming the faction specific transport you interdict even had cargo...which im not sure why those npcs would ever not spawn with a full hold, but i guess this is elite: ~dangerous~ not elite...uh...sensible design decisions)
 
Great post.
So since most powers are now or in the next two turns are entering overhead territory, it should be the time to start working on the ethos mechanics and the BGS.
Only problem: This feature does not work. At all.
See this bug report.
https://forums.frontier.co.uk/showthread.php?t=163032

Hmmm... there are reports from Winters that the ethos feature is working...
https://www.reddit.com/r/EliteWinters/comments/3bxqns/government_consultation_opportunities/
 
Hello! This is another one in my series of threads where I put together Powerplay activity data for the past Cycle. If you haven't, you might want to check out the thread for Cycle #2 and Cycle #3. As always, if you have suggestions (particularly about the formatting or the type of data to be shared in the next post) or corrections to offer, they are very much welcome. My thanks to /u/panterjd42, who helped me format the data for the original post.

In the previous Cycle, we have seen a decrease in Opposition to Federation Expansion and a moderate increase to the amount of Opposition Imperial Powers have seen. Imperial Powers have seen more activity than all non-Imperial ones put together, Federation and Archon received the most Undermining and, crucially, the data showed Arissa and Aisling having the most activity by far. In fact, those two Powers had almost as much PP activity between them as all non-Imperial Powers put together. As ever, there's a few things to note before you check this week's data.


  • The data was collected between midnight and 3 AM British time on the last day of Cycle #4. Very late pushes and last-minute merit dumps have to be taken into account, but these are unlikely to significantly affect the overall numbers.


  • Some Powers have "better" ways of furthering their goals, some have "worse". For example, Hudson needs to do combat tasks, which are slow and tedious, to push his Expansions. Meanwhile Torval completes the same through economic means, which is easier, less tedious, and it means that supporters with deep pockets can contribute a *lot* more than pilots of combat-oriented Powers. For that reason Hudson's numbers are likely lower than would be expected from his player count, and Torval's are higher, for example. Just how much impact this has is hard to assess.


  • Opposition for each Power refers to the level of opposition *their* Expansions have faced, not what they inflicted upon others. Same with Undermining. In all cases, absolute values are used, not percentages.


POWER RANKING BY ACTIVITY

Power ranking by support (Fortification + Expansion + Preparation)

1. Aisling (975,967)
2. Arissa (932,480)
3. Hudson (527,084)
4. Torval (394,891)
5. Winters (381,972)
6. Mahon (380,585)
7. Patreus (246,121)
8. Sirius (229,777)
9. Archon (215,071)
10. Antal (141,083)


Power ranking by opposition (Undermining + Opposition)

1. Hudson (632,700)
2. Winters (547,035)
3. Archon (261,975)
4. Torval (244,426)
5. Mahon (124,440)
6. Arissa (102,723)
7. Patreus (100,296)
8. Sirius (91,925)
9. Aisling (60,622)
10. Antal (39,412)


Major faction ranking by support

1. Empire (2,549,459)
2. Federation (907,669)
3. Independents (585,931)
4. Alliance (380,585)

Major faction ranking by opposition

1. Federation (1,179,735)
2. Empire (508,067)
3. Independents (393,321)
4. Alliance (124,440)


ANALYSIS


  • The trigger increase last Cycle appears to have made *some* impact on overall activity, but it's not as major as one might have expected. Pranav Antal has seen the biggest increase in activity, while most Powers have seen an uptick of around 20%. Sirius is the only Power which has actually seen less activity this Cycle.


  • We see a further gap between Powerplay activity in the Empire and elsewhere. At this point the combined activity for the Imperial Powers is significantly higher than the combined activity of all non-Imperial ones. In fact, Arissa and Aisling combined see more Powerplay activity than that of all non-Imperial Powers put together, and are chiefly responsible for this skewed trend. I felt the need to highlight that since they were moving towards that line for the past two Cycles, and have finally crossed it.


  • Opposition and Undermining values are also skewed, albeit not as badly as in Cycle #2. Federation Powers see the bulk of hostile activity, with Torval and Archon the only other Powers to see anything approaching significant enemy action. Just like in the previous cycles, Archon remains the most Undermined faction in relation to its overall level of support. While Torval has seen only very modest amounts of Undermining, that Power has actually seen the most Opposition in Cycle #4.


  • As expected, Fortification values have universally increased across Powers, though again this increase isn't as great as one might expect, given the fivefold increase in triggers. Arissa remains the galaxy's Over-Fortification Queen, however, Aisling claims the brand new title of Over-Expansion Queen. Her Expansion values are higher than that of all other Imperial Powers put together, despite the fact that she has seen close to zero Opposition. Hudson remains the Power with the highest Fortification values relative to overall Powerplay activity.


  • As in previous Cycles, Arissa and Aisling due the bulk of Preparation in Powerplay. In fact, those two, combined, have done significantly more Preparation than all other Powers in the game, combined. I think it's safe to say you don't want to get into a Preparation race against either one of the two.


GUESSES AND ASSUMPTIONS

This is the section where I ramble semi-coherently and try to make far-reaching assumptions based on the flawed data I have collected. I also try to make some guesses about overall player counts for each Power, an endeavour that is foolhardy given the many variables I can't properly account for. You can probably safely skip this section and do something productive with your time.


  • What's to say about the Empire other than that the situation continues to be a little ridiculous. With bulk of player support and not much Opposition or Undermining in their space, Imperial Powers continue to have an easy time, with Overhead their only significant threat. I see the situation only getting more skewed as time goes on, given the incentives to join Imperial Powers.


  • Patreus has in previous Cycles been the only Imperial Power under signficant threat, and his supporters did a good job of shoring up their borders in face of significant hostile action. However, it seems that the trigger increase might have put an end to that. Suddenly Patreus sees very little Undermining and Opposition, after Cycle #3 where he almost lost 3 Expansions and had several Fortifications cancelled. Without a doubt, this is the Power that has benefited the most from the trigger increase - with Kumo Crew now needing to spend more time in their own space, the Space Loan Shark is safe for now.


  • While higher than in Cycle #3, the massive Undermining and Opposition that the Federation Powers have seen in Cycle #4 is actually lower than it has been in Cycle #2. That suggests to me that aggressive Imperial Expansions near Federal borders have had little, if any, effect in that regard - or that effect has been offset by other factors, such as Torval's defence of her Expansions.


  • Not much has changed in that whatever strategies we might make on reddit or the forum, merit-farming still seems to be the primary motivator for many, likely most, players. This is true in every single Power, every one of them has done things this cycle that can only be described as monumentally stupid - such as pushing an unopposed Expansion to 500% while another one is at risk of failing, Preparing systems in the same area, over-fortifying one system while leaving others undefended... the list goes on. It's possible that at least some of this could be mitigated by changes in game mechanics or better UI indications of the impact of your Powerplay actions.


  • It's hard to gauge which Power is the biggest in the game - Aisling or Arissa. Arissa's player count is probably higher than her Powerplay activity would suggest, since she has to complete the tedious and unrewarding combat actions for Expansion. At the same time, Aisling has edged ahead while apparently playing in a parallel Elite universe where everything is puppies, rainbows and friendship, and Opposition and Undermining haven't been invented. It's entirely possible that if Aisling ever sees significant hostile actions, she will mobile reserves of player support that are at this time largely dormant.


  • I feel Winters deserves a special mention this Cycle. She is a mid-sized Power by activity while receiving huge amounts of hostile activity, yet her supporters have handled Fortification with the increased triggers beautifully. Very little over-fortification and no vulnerable systems to speak of. This is a Power that's getting a lot done with limited resources.


  • It now has been a month since Powerplay release, and blatant balance and mechanics issues have not only not been fixed, Frontier has yet to comment on them. I don't want to harp on about this, as we might get some information in this week's dev update, but I find myself increasingly frustrated. Revamping Powerplay perks and bonuses so that no Power is stuck with clearly useless crap should be the priority right now.


  • The increase in triggers is a good idea pushed out too early. With the population skewed as it is, it barely affected the biggest Powers and those who see little enemy action, while significantly stunting the growth of Independent Powers with less player support and putting the already disadvantaged Federation in an even tougher position.


Thanks for the hard work. May I be so bold as to ask for a little more... Pretty please? Have you any significant data or extrapolation of the recent Turmoil outcome?
 
I was thinking about Powerplay today and what I would like to see is being able to pledge as a mercenary:

Instead of earning merits for delivering cargo, you get credits
Instead of earning merits for stealing other powers cargo, you get credits
Wasting rival power's pledged CMDRS? CREDITS!

Downside, you don't advance in rank, you don't get a retainer, you don't get access to the shiny new toys.

Free to leave anytime, flag goes, thanks for you service CMDR now be on your way.

Personally as I've currently got enough credits (for now) I might start doing this just to take part as I am interested, just put off by the possible restrictions on travel.

I could see how some die-hards of the Pledge system would not like a Mercs ability to pause their pledge, thereby insulting their own dedication, but I think that PP Mercs will have a hard enough time getting high in the ranks anyway simply because of our less rigorous participation.
 
I don't like it, it seems like a Fairweather follower. Supporting your power when things are going well, but dropping it as soon as an enemy comes knocking. Either you should always flying your power's flag or you shouldn't do it at all. That's just my opinion on it.
 
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I don't like it, it seems like a Fairweather follower. Supporting your power when things are going well, but dropping it as soon as an enemy comes knocking. Either you should always flying your power's flag or you shouldn't do it at all. That's just my opinion on it.

So there's no such thing as Mercenaries in the Galaxy?
And those Mercs shouldn't get paid?

You have a pirate as your avatar. You have read about Privateers then, right?

From Wiki:
"A privateer (sometimes called corsair or buccaneer) was a private person or ship authorized by a government by letters of marque to attack foreign vessels during wartime. Privateering was a way of mobilizing armed ships and sailors without having vessels be commissioned into regular service as warships. The crew of a privateer might be treated as prisoners of war by the enemy country if captured.

Historically, the distinction between a privateer and a pirate has been subjective, often depending on the source as to which label was correct in a particular circumstance.[1] The actual work of a pirate and a privateer is generally the same (raiding and plundering ships); it is, therefore, the authorization and perceived legality of the actions that form the distinction. At various times, governments indiscriminately granted authorization for privateering to a variety of ships, so much so that would-be pirates could easily operate under a veil of legitimacy."

During Queen Elizabeth's reign, she "encouraged the development of this supplementary navy."[7] Over the course of her rule, she had "allowed Anglo-Spanish relations to deteriorate" to the point where one could argue that a war with the Spanish was inevitable.[8] By using privateers, if the Spanish were to take offense at the plundering of their ships, Queen Elizabeth could always deny she had anything to do with the actions of such independents.

https://en.wikipedia.org/wiki/Privateer

Historically speaking Privateers were motivated by a mix of loyalty as well as monetary gain.... not exactly Fairweather, more like 'When it suits me'.


Again, I'm not saying that these Mercs can switch allegiances any easier than the more dedicated, only that they can 'pause' their relationship.
 
OP, love the idea, though I think it should apply to ALL power-related activities, including trade. So in other words, if you're "active" then you can do any of the merit-gaining exercises including the trade ones (fortification, etc)., if you're "inactive" then you're not hostile but neither can you run the merit tasks. I like it, good suggestion.
 
OP, love the idea, though I think it should apply to ALL power-related activities, including trade. So in other words, if you're "active" then you can do any of the merit-gaining exercises including the trade ones (fortification, etc)., if you're "inactive" then you're not hostile but neither can you run the merit tasks.

Absolutely!
 
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If you want to do this can't you just unpledge by leaving the power?

Currently, when a CMDR drops the pledge, the power itself becomes hostile to the CMDR and could even send assassins. This is not what would happen to a Privateer.

The Privateer and the Power would understand the the contracts between them are less loyal than regular military members, but they would also realize that there is an underlying loyalty that remains even if there is no current contract.
 
Currently, when a CMDR drops the pledge, the power itself becomes hostile to the CMDR and could even send assassins. This is not what would happen to a Privateer.

That only happens if you defect to another power. Leaving a power incurs no penalty except not being able to pledge to another power for a while.
 
So there's no such thing as Mercenaries in the Galaxy?
And those Mercs shouldn't get paid?

You have a pirate as your avatar. You have read about Privateers then, right?
<Snip>
isn't that close to what we have now? The only difference is you always have to fly your factions flag. Oh and the pay is terrible.
 
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My experience with powerplay so far

I bought this game a few weeks ago, right after update 1.3 was released. I spent my first 60 hours bounty hunting and exploring, worked my way up to a fully kitted Viper and now with the Lembava CG complete I've been able to fully upgrade my diamond back scout and still have about 1 million credits (this is relevant to powerplay will explain ).
I pledged once when I just started the game, got interdicted a whole lot and was only in an eagle so it was kind of a pain, unpledged 10 minutes later.

Fast forward to Wednesday of this week, I did some more reading on powerplay and decided to give it another try. I had made Lembava my home so I decided to pledge to Li Yong-Rui. The first thing I did was look for expansion missions. I decided to take some contracts over to an expansion system and returned to Lembava thinking I would receive a nice big reward...I was wrong and a little disappointed. I took a break (as required due to the 24 minute cool down and not wanting to throw 100000 credits at it) and went bounty hunting as I often do. I did a couple more runs that night but didn't really enjoy being the equivalent of FedEx.

Last night I received my cg money, built up my scout and headed out to do some bounty hunting, at which point I ran into a commander who decided to give me a hand (Thanks GreasyMnky). I collected my credits and decided to head off to try some undermining missions (had no idea there were more combat oriented missions as I clearly need to read more). I went over to another power's expansion target and started interdicting military supply craft, engaging them, taking out their cargo hatch and then blowing them up (NPCs don't like to walk away from their cargo apparently). Now I have never pirated in this game before so what I didn't know, was that as I was fiddling around with the cargo 3 security ships were on their way. They show up, scan detected. It was such a surprise that I forgot to retract my hard points and sat there taking damage while not even preparing my fsd. My shields were completely down by the time I got out of there.

The second time around I was much more prepared, went from military supply to military supply scooping each one as quickly as possible. I got to the last one that I could carry, as I got closer, security forces had jumped in. By the time they started scanning me, my fsd was almost fully charged and me and my illicit cargo made it back safely to Lembava.

These missions provided more of a rush than anything I have done in the game so far (and I have had a lot of fun with Elite). I think partly because undermining brings a new mechanic to my gameplay that I had not previously tried (piracy) and partly because you never know what's going to happen in hostile space. Is a commander in a much bigger ship going to interdict me? Are the security forces going to try and take me out to get the inevitable bounty I have on my head for taking out trader ships? The tension is real. I think the final reason for enjoying powerplay the second time around has to do with credits, specifically, having enough of them. I don't want to pay to excel at powerplay but having enough credits that earning credits from missions no longer becomes all that important (for me that amount at the moment is 1 million for others I'm sure much higher).

I think, for me at least, the best way to enjoy powerplay is to not treat it like a grind, do as many missions as you want to and when you run out of credits or feel like you need a better ship, or modules, take a break from it and do what you have fun doing to earn credits. I know as far as rank goes in powerplay, the decay will probably make it quite difficult to hold a rank this way, but at least it is fun, and fun is what matters , it's why we play games in the first place.
 
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