The Powerplay discussion thread.

I found a perfect description for a powerplay

You know, there are companies out there like mary key, amway or something like that? They sell people a lot of makeup material and tell them to go resell it and make a profit. Fast tracking merits is exactly the same!
 
he, not really.
i am a game modder, and trust me, all that whining about balance will still be there, its just changing direction towards us who create the mods instead.

The fair lass is speaking the godspell truth she is :)

- - - Updated - - -

Please, please don't join ALD! If he joins the ALD, I believe poor Roen will have a new thread on the same topic in a week... :)

Maybe the magically 5th column, as they don't have a sub-reddit that I know of.


Damn, you denominator, damn you! <shaking fist>

Next time I find you, Mr. Denominator in your wing of Mr. Fraction and Mrs. Numerator, I'm so taking you down!

Ah another Comedian, Welcome
 
I'm pretty sure some of us have nice ideas though : what would make a decent reward system guys ?

Here is what I would propose, not so much as reward but less of a punishment, right now PP uses a carrot and stick system, the stick is very rash and the carrot pretty lame, that must change.

1.Remove the merit decay.
2.Make the ranks harder to reach (sort of like the Pilots federation ranks)
3.Remove or significantly lower the weekly salary
4.Make the merits more like community goal events, a commodity that is bought at a price and sold at another with about 1000 or 1500 profit per unit.
5.Give an appropriate cash reward for the contribution to an specific goal, lets say that a system is successfully fortified, and you are in the top 40% contributors, you get x cash at the end (similar to a community goal) and maybe the reward being greater the further away it is from the capital.
6.Each sucessful week or rank up, give players of each power a "thank you" letter from the officers and leaders of their respective power.
7.Powerplay is mostly made for advanced players, please don't reward with class 1 modules. Even if they are side grades, make them make more sense in the meta, right now there are only 3 or 4 decent ones.

What are the goals of my proposal:
1 reinforce loyalty and roleplay.
2 more freedom, make the player not feel like they are chained, losing 100Million if they don't play this week.
3 make it profitable and a viable route to make a living without being imbalanced with the other professions.

Right now a lot of players are alienated with the current system, and the ones that are left playing will keep suffering until they eventually give up. It wasn't too obvious when the system wasn't fully understood, but now it is becoming more apparent.

As a bonus, i would increase the cash rewards of everything by 25% if in open play, just to promote more online interaction.
 
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From what I understand if you are outside of your powers jurisdiction you are fair game for the systems controlling power but yet you still are under their system laws, therefore being interdicted and trying to return fire will make you a criminal as they are clean.

However if you are inside your own powers jurisdiction and you spot another powers player or AI you are allowed to open fire.
 
I said, bring me the correct data, provided and affirmed by DEV. So far you have not succeed to do that. Your claim still is estimation and is not valid.

The correct data is?

And also present me the formula you are showing. Tell me exactly where does the distance to capital is added. This is math. Show me the spot.

Let us see how your university education has provided you the scientific approach to a problem. It may look a small error to you, but it is an error.
This error provides an essential question. Is your math right?

If your math still fails to get correct answers and you claim estimations, you would be sending satellites to hit the moon with your calculations.
Right now you are scaring players form expanding their power because your satellite is about to hit a moon.

Ok have a blast, show us how you calculate this accurately. No we do not want estimations. We want exact and accurate match with all powers presented.
Else your formula is out from the window.

Let us look at empire with 100 less systems in control. They are hitting turmoil. - Can you provide me example why our system with 100 stars more is not yet in turmoil. - Is there some other type of formula presented to Winter vs Empire? If that is the case, show us the formula which has been affirmed by DEV.

Now for the past days I have been trying to explain you a problem which a child could approve. -

So what is the formula presented to us. I is potentiometer which can be twisted to give out certain data. Turn the and there you have it.
Trust me, I am an engineer and this is a one way to put your entire power to question it's basic concept of your "orders". There is a lot wrong calculation in them.

You have all the given data in the game, put them to spreadsheet and start crunching the numbers. Eventually you will get the correct answer to this.
I did my math, damn I love to keep this to myself. Now it is your turn to lighten your knowledge.

But as long you are throwing in a potentiometer, you are not going to enforce anyone with orders that has no valid base. - Thank you.

Wow. Just wow. You are so desperate.

If a given power takes the formula, uses it with its number of exploited systems and finds a result that is close to its actual overheads and if another power does the same thing and comes to the same conclusion then it means that the formula is accurate enough.

Period.

You so much want to have distance come into play but it actually affects upkeeps already. Maybe it also affects the denominator in that formula but it's so minor that we can use /74000 for any power and get a result that works.

You refuse to acknowledge that the formula works because you are in denial, you don't want to acknowledge that you can't expand as much as you want which was your little dream. But the reality is different.

Now I am done explaining things to a wall. Take care.
 
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The formula is accurate enough to your mind so you can oppress others with it. - The formula is not accurate in any given power.

You reject reality and substitute it with your own. - It is your lack of understanding how the game runs, which enforces you to kick other players to stop.

Yes I can adjust potentiometer to show 0% to 100% and all values between. -

Please the data. No more empty propaganda ok?

So, your saying all the hazzle of overheads is in upkeeps, so people can actually see them and all this propaganda to stop progress have been just empty.
I can see the upkeep costs and many systems provide even more than 100CC/W. How is that a bad thing.

Is there a formula for that? - Provide me data.
 
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Here is what I would propose, not so much as reward but less of a punishment, right now PP uses a carrot and stick system, the stick is very rash and the carrot pretty lame, that must change.

1.Remove the merit decay.
2.Make the ranks harder to reach (sort of like the Pilots federation ranks)
3.Remove or significantly lower the weekly salary
4.Make the merits more like community goal events, a commodity that is bought at a price and sold at another with about 1000 or 1500 profit per unit.
5.Give an appropriate cash reward for the contribution to an specific goal, lets say that a system is successfully fortified, and you are in the top 40% contributors, you get x cash at the end (similar to a community goal) and maybe the reward being greater the further away it is from the capital.
6.Each sucessful week or rank up, give players of each power a "thank you" letter from the officers and leaders of their respective power.
7.Powerplay is mostly made for advanced players, please don't reward with class 1 modules. Even if they are side grades, make them make more sense in the meta, right now there are only 3 or 4 decent ones.

What are the goals of my proposal:
1 reinforce loyalty and roleplay.
2 more freedom, make the player not feel like they are chained, losing 100Million if they don't play this week.
3 make it profitable and a viable route to make a living without being imbalanced with the other professions.

Right now a lot of players are alienated with the current system, and the ones that are left playing will keep suffering until they eventually give up. It wasn't too obvious when the system wasn't fully understood, but now it is becoming more apparent.

As a bonus, i would increase the cash rewards of everything by 25% if in open play, just to promote more online interaction.

I only disagree with #5, as that turns it back into a ladder. And ladders are the worst construct possible:
- can't predict what reward level you could reach, preventing a rational decision if that's worth the effort to you.
- you grind against the jobless with no life, no family and nothing else to stop them from playing 24/7
 
The formula isnt perfect but it gives very good results, it may require a few extra parameters to explain the few times there is a greater gap between real and estimated values but whatever this is, it doesnt change the result much.

237252OverheadsApprox.jpg
Blue : real value
Orange : estimated. (n^3 /74000)

Cycle 3
Code:
Power exploited	overhead approx	
winters	377	711	724,09
hudson	543	2160	2163,55
lavigny	372	694	695,66
torval	301	368	368,53
mahon	177	74	74,94
patreus	210	107	125,15
aisling	196	101	101,75
li	155	50	50,32
delaine	143	39	39,52
antal	93	10	10,87

cycle 4 :
Code:
winters	425	1021	1037,37
hudson	557	2332	2335,25
lavigny	526	1964	1966,64
torval	383	758	759,21
mahon	259	234	234,78
patreus	272	242	271,94
aisling	289	325	326,18
li	228	157	160,17
delaine	204	114	114,73
antal	121	23	23,94

cycle 5 :
Code:
winters	500	1667	1689,19
hudson	585	2702	2705,43
lavigny	672	4096	4100,87
torval	474	1437	1439,14
mahon	369	678	678,96
patreus	327	429	472,51
aisling	382	752	753,28
li	325	459	463,89
delaine	249	208	208,62
antal	135	33	33,25
Power, number of exploited systems, real overhead value, approximation(n^3/74000)
Max error : 17% (For some reason, always more than 10% with Patreus, always less than 10% with others)
average error : 2.27%
466742Error.jpg

You can even use the formula on the graph, it should work too.

see this thread too : https://forums.frontier.co.uk/showthread.php?t=159305
 
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I only disagree with #5, as that turns it back into a ladder. And ladders are the worst construct possible:
- can't predict what reward level you could reach, preventing a rational decision if that's worth the effort to you.
- you grind against the jobless with no life, no family and nothing else to stop them from playing 24/7

It's all a matter of balance
It gives the no lifes a goal and you are still getting paid regardless of your contribution level.

Anyway 5 is not required, but in general, they are just ideas to expand in a system like community goals that are not mandatory, but benefits everyone who want to take part on just for taking part in it.
 
So, your saying all the hazzle of overheads is in upkeeps, so people can actually see them and all this propaganda to stop progress have been just empty.

I can see the upkeep costs and many systems provide even more than 100CC/W. How is that a bad thing.

Because you keep failing to understand that there is another factor than profit, a very important factor: the number of systems within the 15 Ly bubble. The more systems you exploit, the more they cost you through overheads.

Distance between the system and the HQ affects the upkeep. The number of exploited systems affects your overheads and big time. The difference is that while you can clearly see the upkeep, you actually have to count the number of systems within the bubble one by one. That's why things seem so obscure to you, there is no clear indication of the amount of systems within a 15Ly range (something that I would like them to add if you could please show your support in this thread).

Take System A:
Income: 170 CC
Upkeep: 30 CC
Profit: 140 CC
Number of systems: 20

Now System B:
Income: 110 CC
Upkeep: 20 CC
Profit: 90 CC
Number of systems: 5

Guess what? Despite a lower income and lower profit, B is more interesting than A. A has a profit of 7 CC/system (140/20) while B has a profit of 18 CC/system (90/5) and most importantly it only adds 5 systems instead of 20 in the calculation of your overheads.

That's what you keep missing. You cannot simply open the map, look at a green dot with a high profit and say this is a great system! You simply can't because you have to take the number of systems exploited around into consideration. Something that you never do.

Are you an engineer for real that you can't understand some basic mathematics?
 
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Ok I have to read above and ok.

Every expansion which has been carefully selected so that it will provide income to the power will close a cap until it stops the income.

Distance to the system which is going to be prepared has less effect than enemy action like undermining the system. - Therefore it is far more important to get your systems where the enemy is not bashing them all out. - Even that number of systems are limited.. That does not mean the game is over and the power can not be improved by letting go of systems. - But I do not see it a good idea to believe all the systems in one place is best for the power.

Generally FW area is in middle of every single power and bashing her from all directions, while there is a bit more space behind her to dodge it all.
Change the systems a bit and we are ok. But telling everyone to stop everything, your killing the game...

So if we believe in your calculation, the distance hasn't got much of a role. It is more about how well you have chosen your systems instead.

And thank you Nico.. If that is affirmed data then we must see it as it is right? - There is no slot set to distance and again this is an estimator which needs some tweaks to get it correct.

The logic in that potentiometer is a good analog as we can see. - But yes indeed, the whole idea saying to people do not expand does not affect that formula. That formula itself is a proof you must carefully select what systems you take, and instantly get rid of systems which are getting bashed by opponents. -

So what is wrong with Simyr or Lumbla?
 
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In which part of the formula does it come out? - Show me the formula behind your calculations.

If you are going to continue to be quite so objectionable when all of the facts have been presented multiple times you could at least phrase your questions such that they can be both comprehended and answered.
 
In which part of the formula does it come out? -
Show me the formula behind your calculations. I know there is exact number given to how many systems are being controlled.

You are saying you need systems with less next doors and high incomes. But that still does not provide any proof of your yk3 formula.
Even less it proofs your claim about distance being the horrible monster to suck out your power. Distance has affection in preparations. Yes that is there.
You can see it. But after that, provide me the data.

You have to provide me the exact formula, or sheet which will provide you the exact number correctly. Then present your data as a fact.

You again add some extra which is not presented in overheads. You come up with imaginary overheads there.

Your method of calculating money is like buying an earthquake with a penny. Please...

In my opinion it is far more important to check what system you are buying and how fast will the enemy hit it to make you pay for it.
If you buy all the systems next to enemies, trust me you will pay for them too. That is purely turmoil caused by system selections.
If you select systems which has bad income and they cost like crazy while under attack, what is that system good for?

Yes it is close to capital. WoW, but that has absolutely nothing to do with general budjeting of an entire power.

You are a troll. Now I am really done explaining things to a wall. Actually a wall would show more understanding.
 
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@Roen i cant make it more obvious, you have the datas, it works, if you can estimate the overhead with less than 5% error in 26/30 of cases with less than 20% on the last 4, it is pretty close. It is not the actual formula used by FD, but it's a good approximation.

--

I havent checked that one as much as the previous one but it would seem that the (n+1)th exploited sytem added to your power will add about 40.5*(n)^2 / 1 000 000 CC

So at 500 systems :
If you succeed one expansion with 15 exploited systems(it varied from 12 to 20 in the last few cycles)
You add approximatively about 10x10+5*11 = 155CC of overheads, on top of upkeeps.

So if the system indicates +100 CC income, -20 CC upkeeps, it would in fact cost 75CC instead of giving a 80CC profit
 
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