Powerplay: Ideas from the devs - Feedback wanted! #2

Zac Antonaci

Head of Communications
Frontier
Hi all,

You may remember a short while ago, Lead Designer, Sandro Sammarco wanted to discuss a few areas of powerplay with the community and get you're feedback. Being the community focused gent that he is, he wanted to give a second update of some thoughts and ideas and get your feedback on them too.

So, have a read and then let us know what you think on the changes being suggested.

Once again, from a personal perspective, I just want to say that this is a really great to have the opportunity to work with the community on changes in game mechanics.

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Overhead Change

We’re simplifying the overhead system to make it easier to work with. So first, a quick overview of how overheads currently work.

When a power controls a system, it has to pay upkeep for it each cycle. This upkeep is based on the distance of the system to the power’s home system and the population of the system.

An additional cost, called system overheads is also paid at this time.

System overheads are currently determined by the total number of systems controlled and exploited by a power. The greater this number is, the higher the system overhead cost is. So the more systems a power controls, the larger the system overhead cost it pays each cycle.

The change we’re looking to make links overheads to just the number of control systems. So in basic terms, the more control systems a power has, the higher the overhead component will be in the upkeep cost for those control systems.

Not only should this make overheads easier to understand, it also means that control systems that exploit more systems gain an clear cost benefit for upkeep, adding another dimension to consider when choosing expansion.

For those that want the actual formula:

View attachment 50847

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Expansion Caps / Additional Data

We’re also looking to make a change to expansion. Again, first a little history. At the start of every cycle, a power claims all the CC income from exploited systems and pays out all the CC upkeep for control systems and the systems overhead cost. Remember that upkeep can be modified for each control system based on fortification and undermining.

The result is a CC balance which will be positive or negative. If the number is negative, the power is running a deficit and bad things happen; systems fall into turmoil and there’s no CC for preparation attempts.

The issue we’re looking to fix is that even if a power runs into a deficit or very close to one, successful expansion from the previous cycle can push it into the red (or sink it even further if it was already heading into deficit).

We don’t like this: running a deficit is “the big bad” in Powerplay – it’s the moment when a power truly falters. We want to slow down the growth of powers that get too large (which is why we have system overhead), but we really aren’t keen on that growth actually tearing them apart – we’d much prefer that honour to go to the machinations of rival powers through undermining, rather than from ostensibly a positive activity.

So what we’re looking to do is prevent expansion attempts from succeeding if that success would mean that the power would tip into a deficit, or if the power was in a deficit before the expansion system’s upkeep was paid.

We understand that there is a cost to this: all the hard work for an expansion is lost (although merits earned will be kept). To mitigate this issue, and because we believe having accurate data helps Commanders in Powerplay, we’re going to add some additional information:

Initially coming through as a special report in Galnet that updates automatically (but assuming things go well, we’ll consider integrating it into the Powerplay interface), we’ll deliver statistics showing predicted CC balances for all powers at the start of their next cycle.

This report will take into account the current balance, the modified cost of upkeep - via fortification / undermining - and the cost of ongoing expansions assuming they will succeed, and display an estimated prediction for the start of the next cycle.

This should give everybody the ability to see if current expansions are at risk of failing: if you see the predicted balance for your power is negative you know that there won’t be enough CC to cover some or all of your expansions, so fortification (if available) should be the order of the day.

We think these changes are better than the far more deadly result of having expansion force a power into turmoil, and give Commanders additional information on which to base decisions.
 
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Copying over from reddit if that's okay.

ArmyDude956 said:
don't have a forum account, hopefully you can count this here!

My suggestion for Powerplay is direct conflicts. Undermining is fine and good, but there's no full on wars endorsed by 2 Powers. My idea is that if a system is just closely prepared by 2 Powers, if the difference in preparation is small enough, a full on conflict starts in that system. It could use the currect conflict zones, you get bonds, but when you turn them in it helps your Power take that system. Whoever has the most kills wins. It's pretty simple, but it's more direct than killing supply ships. Undermining can still exist of course, but full on conflicts should happen. It only makes sense.
 
I hope you realize the biggest issues player have with powerplay is how it's played on an individual level, how it affects them on an individual level and how it rewards them.

This is what you should be tackling. Not whatever it is you're talking about in the OP, because I honestly don't even understand half of it.

Reward issue:
The best "rewards" from powers actually affect everyone, not just the members. Cheaper slaves, higher bounty payouts and so forth, you can cash in on all of that if you're unpledged or even pledged to a hostile power
Rating 4 literally has a line that says "no reward".
Monetary rewards seem to be fine tuned to get burned up in fast advancing to maintain your rating (which is a horrible clickfest on all stops)
Some rewards fail. Paying 10% more for Palladium at an extraction station isn't much of a reward, right?
And the weapons turned out to be a bust, too.

How does PP affect the players?
constant interdictions, even in your own headquarter system, are very annoying
being shot at despite a legit legal status without being allowed to shoot back is even more annoying
lots of players picking up PP as a reason to RPK - solo mode, thank you.

How is PP being played?
Either a mindnumbing grind on helpless NPCs as "Undermining" to get merits
Burn all the money you're making to fast track power commodities (which is a horrible clickfest, a real UI nightmare)
Or bring your laptop to work to load up on those free power commodities every half hour, ie the Facebook Farmville style way
IE the stuff we do in power play is boring, grindy and repetitive. On top of not making credits.

These are your issues. This is why you probably are seeing a massive decrease in merits earned over the last few weeks. Not the powerplay meta in itself.

I don't want to be all negative, there is something good about power play. I like the pictures of the people.
 
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Hi all,

...

Initially coming through as a special report in Galnet that updates automatically (but assuming things go well, we’ll consider integrating it into the Powerplay interface), we’ll deliver statistics showing predicted CC balances for all powers at the start of their next cycle.

This report will take into account the current balance, the modified cost of upkeep - via fortification / undermining - and the cost of ongoing expansions assuming they will succeed, and display an estimated prediction for the start of the next cycle.

This should give everybody the ability to see if current expansions are at risk of failing: if you see the predicted balance for your power is negative you know that there won’t be enough CC to cover some or all of your expansions, so fortification (if available) should be the order of the day.

Most players won't read the Galnet report. Many of those who do will ignore it. If you want to stop people from supporting bad expansions - and you should - then you need to stop rewarding them for doing it. If an expansion is at risk of failing, STOP GIVING OUT MERITS FOR IT, and then people will take notice.
 
It will still be possible to damage a power by fifth columnists expanding it into distant systems, causing its Commanders to spend more time flying out to those systems to fortify them.

Have you thought about adding a range component to the preparation cost of new systems? Or using the distance to the owner's HQ to calculate the cost of undermining a system? Both would tend to restrict expansion.

Edit: also, PP stats in Galnet are a hack and immersion breaking. It's OK as an interim solution, or just mail the players directly.
 
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Just a suggestion

It might make Power Play far more accessible if you tracked merits in a similar way to Elite Rankings and reward players with credits.

Dont want to side track too much but seeing as your're about Zac and Sandro. Please sort out smuggling in line with the DDA so that it's a decent career, and get rid of the black market on every system map unless you've discovered it your self or bough the trade data,
 
Do you plan to revise merits given for shooting down enemies who attack you in your system and shooting down enemies in military strikes (at least 1/2/3 merits per class of the ships) ?
 
What are the team's ideas regarding Systems under the control of a Power, yet managed by a Minor-Faction with a conflicting ideology/loyalty - will influence be affected?

E.g. Hudson (Fed) controls/exploits a System where the controlling-station is run by an Empire-aligned Minor Faction.
 
I hope you realize the biggest issues player have with powerplay is how it's played on an individual level, how it affects them on an individual level and how it rewards them.

This is what you should be tackling. Not whatever it is you're talking about in the OP, because I honestly don't even understand half of it.

Reward issue:
The best "rewards" from powers actually affect everyone, not just the members. Cheaper slaves, higher bounty payouts and so forth, you can cash in on all of that if you're unpledged or even pledged to a hostile power
Rating 4 literally has a line that says "no reward".
Monetary rewards seem to be fine tuned to get burned up in fast advancing to maintain your rating (which is a horrible clickfest on all stops)
Some rewards fail. Paying 10% more for Palladium at an extraction station isn't much of a reward, right?
And the weapons turned out to be a bust, too.

How does PP affect the players?
constant interdictions, even in your own headquarter system, are very annoying
being shot at despite a legit legal status without being allowed to shoot back is even more annoying
lots of players picking up PP as a reason to RPK - solo mode, thank you.

How is PP being played?
Either a mindnumbing grind on helpless NPCs as "Undermining" to get merits
Burn all the money you're making to fast track power commodities (which is a horrible clickfest, a real UI nightmare)
Or bring your laptop to work to load up on those free power commodities every half hour, ie the Facebook Farmville style way
IE the stuff we do in power play is boring, grindy and repetitive. On top of not making credits.

These are your issues. This is why you probably are seeing a massive decrease in merits earned over the last few weeks. Not the powerplay meta in itself.

I don't want to be all negative, there is something good about power play. I like the pictures of the people.

+1 rep, fully agree with your post, from top to bottom.
Plus, the grind to maintain a ranking has increased. Now I need 5334 merits instead of 3600ish per week to keep rank 5. I have passed 5 days out of my week stocking up on power play commodities to fly them to the PP home system, is this meant to be fun?.. It was the 1st and last time I have done this.
 
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+1 rep, fully agree with your post, from top to bottom.
Plus, the grind to maintain a ranking has increased. Now I need 5334 merits instead of 3600ish per week to keep rank 5. I have passed 5 days out of my week stocking up on power play commodities to fly them to the PP home system, is this meant to be fun?.. It was the 1st and last time I have done this.

Here is what I really wonder. When will a Rank 5 explorer working for Li Hong-Rui ever have the time to enjoy the exploration bonus at rank 5???

I mean, some players are out for MONTHS across the verse and keeping a rank 5 AND have time to do exploration and be back in time to turn in the discoveries for the bonus is damn near impossible.
 
The whole powerplay system ignores the factions you already had. The powers should derive their power from the factions that were already in the game. If you want to promote a power and spread their influence then it should work by that power handing out missions to support a minor faction in a system that backs the power's leader.

Edit: To elaborate.

You have factions in a system. Power A wants to take the system from Power B. Faction A supports Power A and Faction B supports Power B. Each Power provides missions and bonus rewards for those missions to get the faction they want in control of the system.

Oh, you need a money sink for all the players rolling in cash? Make some of the missions the charity ones where you provide trade goods or credits directly. Have the powers promise to upgrade a station when they move in so it's worthwhile to the players to spend their money on it.

Now you've killed three birds with one stone.
Missions mean something to players because they drive a cause they care about.
The minor factions mean something and players care about who is in control on both a local level and a galaxy wide level.
There is a way to get credits back out of the players hands while the players promote their cause.
 
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Picking up on the theme of player rewards and player motivation I have a suggestion. I'm not sure how practical it is though.

At the moment a player will be interested in the merits, and maybe the faction specific goodies but there is no incentive to grow the power. People can do what I've been doing and simply farm merits by running the materials to the nearest system regardless of that systems status. So you get systems with fortify 7,000 when the target might only be a third of that or less.

My suggestion is this:-

Make the effect of a controlled system, exploited system etc. on the markets scale according to overall might of the power.

So for example, if the power makes slaves cheaper, the more controlled systems, the cheaper the slaves. Or vice versa dependent on the nature of the power.
 
The issues faced with power play I've found are generally a lack of ownership, and a lack of player-conflict-drivers. There is literally no reason for anyone to engage in PvP, nor take on risk by flying in open, meaning the biggest 'multiplayer power struggle' in the galaxy is actually best enjoyed in solo or group play only.
 
Fantastic, I think those are very good changes. Big Powers should still be fairly vulnerable to focused Undermining, but they won't fall into turmoil through expansion alone, which is as it should be, IMO.
 
The issues faced with power play I've found are generally a lack of ownership, and a lack of player-conflict-drivers. There is literally no reason for anyone to engage in PvP, nor take on risk by flying in open, meaning the biggest 'multiplayer power struggle' in the galaxy is actually best enjoyed in solo or group play only.
I, as well as many other players, strongly agree with that.
 
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