Single HotFix to Power Play Could Change the Entire Distribution of Player Contribution - Preparation Focus

Single HotFix to Power Play Could Change the Entire Distribution of Player Contribution - Preparation Focus

Please Stop Awarding Merits and Credits for Preparation Supplies

I know FDev is working on a lot of Power Play balance issues, and a few design issues to make it more enjoyable, more varied, and more fun.

I realise that Horizons is likely to open up a whole new world of possibilities to add to that variety.

This is not about standard complaints, but hopefully a solution to help FDev bring Power Play to what they appear to have intended it as. The list of Preparation systems, the Top 10, feels like a vote. This hot-fix should actually turn it into a vote, rather than an apparent trade route mapper.

Those of us pledged to Powers with massive player support usually also has massive player support wasted in things like over-Fortification. I understand that this is working as intended. I actually quite like that Commanders are allowed to do massively inefficient and stupid things with little reward.

I remember reading in one of the recent Dev open discussions on possible fixes to Power Play, that the intention is for Preparation Top 10 List to behave like a vote. You do not want highly organised players to be able to over-rule those who are simply grinding away. I appreciate this, and I believe my proposed fix will help turn Preparation into an actual user vote.

In both Aisling and Arissa space, we've consistently seen well over 20,000 tonnes delivered to the Top 1 and 2 of the list. Essentially, we have been 'fighting preparation civil wars'. I understand that this should be an option when it comes to tough voting decisions. However, what both of our Powers have seen week after week is getting fairly absurd. Systems that have a solid trade route with a Control System, but no other benefit to the Power are shooting up to #1 with leads of 10,000 tonnes over #2. It's as if players are simply taking their 20 or 50 allotment of Corruption Reports and a load of trade goods, and grinding the trip non-stop.

Only in a few of these cases has a player come forward about why they think the system should be part of the Power's space, and most of those reasons ignore any Power Play mechanics.

Right now, delivering a Corruption report rewards the player 1 merit and 1000 credits per tonne. The game mechanics are essentially rewarding players for either grind-trading without thinking, or for actively sabotaging their Power's efforts.* I understand that FDev wants to allow players to grind away merit points beyond any beneficial outcome, and over fortification should always exist for that. I'd go so far as to suggest massive over fortification should have averse affects on the local minor factions, but that's not what this is about.

TL;DR: Over Preparation along trade routes doesn't feel like a 'vote' from the player base, it feels like a mindless runaway merit train that can never be stopped. By removing the merit and credit gain from Preparation, you return 99% of pilots to putting systems on the list using their nominations. That is explicitly a vote, and what it feels like FDev has always wanted. Please, take us to that system.

*I don't believe there is a lot of active sabotaging, but I have no concept of why a system like Peraesii makes the Top 10 in 5 our of 10 weeks. No player group has ever come forward about that one.




EDIT: With contribution and discussion on this post, I have a compromise proposal between the current system as implemented, and a system where player votes actually matter.

The Top 10 list is created by tonnage of preparation materials, as now. But preparation materials can only be delivered for 6 days.

On the seventh day, starting from 0700 on Wednesday until 0700 on Thursday, preparation materials no longer count towards the system's placement on the list. Players would have 24 hours to vote with our nominations.

Thus, we will have a list of 10 candidates, and then a popular vote to determine which systems proceed to Expansion. Rating awards currently grant more nominations/votes based on participation in gameplay and contribution to the Power. That is a fair system by which to allow more votes to some Commanders over others.

Additionally, FDev could keep the vote tally secret until the end of the election. That way there would be no reason to 'hold nominations' for later.
 
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Could be worse, you might have prepped Gliese 828.4

Do you think this is down to mindless merit-grinding, Fergal? Would my suggestion have the desired effect, do you think? You've been integral to two Powers at this point, one large, one small, and both suffering from this same problem.
 
I'm definitely gonna +1 this. I am a complete and utter newbie to powerplay, which is exactly why I'm saying this is a good idea. I have no idea what I'm doing and somebody really though it was a good idea to let me have a say in how things are shaped?
 
+1 for OP...

I don't play PowerPlay... mostly because I'm exploring since before the 1.3 update & because the merit decay would counter my freedom to play whenever I want) but what he says seem very meaningful and directly helping in the constructive manner to make powerplay what it seems to be about
 
Do you think this is down to mindless merit-grinding, Fergal? Would my suggestion have the desired effect, do you think? You've been integral to two Powers at this point, one large, one small, and both suffering from this same problem.

Gliese isn't due to merit grinders.
Its hard to not think its 5th column because it was know to be bugged, but it is a system closeish to us that has good CC (for Delaines land) and a large station next to the sun.
It was prepped before because its probably the best system on paper for us to get.

It could be just as likely that players though it looked good and we should get it.
In all likelyhood, 5th column started it, put their nominations into it, then once on the list it looked good and people went with it.

I don't believe your idea would help in this circumstance, but that doesn't mean it isn't a good idea.

FDs stance seems to be every faction has this happen so its balanced.
 
Yeah, Powerplay shouldn't be about having a prep war with your own power every single week. Some weeks, we have to prep 5 systems to counter one bad one. That means having to ship 5 tons to oppose each ton the grinders ship. That's ridiculous and a waste of time & resource. Worst part is once we have those bad systems, there is no effective way of removing them.
 
It is a shame that this proposal is getting ignored while the troll-fest thread about this week's bug fix is going up in flames.

This seems like it would be incredibly simple to implement and solve the most if not all of the prep problem very effectively.
 
As of 0100 SpaceTime/GameTime/GMT/UTC:

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53 thousand tonnes in a system which only looks good on the galaxy map if you have no idea how Power Play mechanics work. Nearly 50 thousand tonnes in a system which can't ever look good, but Hudson, who cannot expand at all, has prepared with a couple thousand.

Nearly 51 thousand tonnes of preparation materials just to keep a good system in the running for expansion.

Preparation has been this absurd the entire time Power Play has been live.

Rewarding merits for delivering corruption reports is encouraging people to carry them to and fro without thinking about the consequences, especially when your Power's Rating 5 benefit doubles your earnings in Conflict Zones and on Bounties. If the point of Power Play is to provide room for strategic thought and gameplay, it is currently a massive failure.

There are signs of hope, as dedicated players are working the system despite its massive flaws.




Only Aisling ever approached the numbers we saw in Lavigny space, and she's in Turmoil now. Here are the numbers from the six Powers capable of preparing.

Antal.pngDelaine.pngHudson.pngLi.pngMahon.pngWinters.png
 
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It may be massively inefficient, but it's also how the real world works. Look at the Middle East... Talk about a trade policy messing with politics!!!
 
Much needed fix. Why even bother with voting when a rank 1 can outdo a rank 5 in an hour by buying prep supplies instead of using nominations.
 
Nominations are pointless compared to the 100,000 merits grinders can and will use on a few trade routes in a popular power.

It's not even really their fault they destroy their own power - the game tells them a system will give 6 profit, say. OK, it's not much, but it's better than nothing! And I get to get my free money and bounty bonus for carrying a few extra free cargo on my trade route. Awesome! I'm a super-good powerplayer.

Overhead is only shown in the overview in-game and entirely unexplained - where it takes a massive chunk out of a power's available income. It's not shown on the galaxy map, included in 'profit', or even on the control system view. It's not explained in expansion. It's just a hidden tax that makes half your systems cost CC instead of make it.

Preparation of costly systems is far, far too easy. For popular powers, the few that care to research into it outside the game just don't have the firepower to compete with the prep grinders, particularly when they're having to already ship 200 kilotons of fortification just to counter the deficit systems already forced on them. For the small powers, one single troll is enough to force a costly prep onto the list.

Preparation is broken. Expansion is promoted at every turn as necessary for a power's survival, yet expansion into bad systems (which becomes increasingly inevitable as we run out of room to expand to) is what is killing every popular power. And those systems aren't the ones under threat from turmoil or undermining; they're too cheap or too close to home. It's the hard fought high income, high upkeep systems that keep powers afloat that will go first, and the turmoil will just keep stripping off good systems, leaving the bad and increasing starting deficits as they collapse into a position they can't rise from again.

Another few months, or even weeks, and we'll see the complete collapse of powers; not because they didn't try, not because they weren't popular, but because too many did exactly what the in-game systems told them to do, promoted they do, and lied to them about what the consequences would be. Prepare and expand to systems that will cost far more than they say they will.

So DON'T blame the players for making bad choices, or accept the smug ones that say 'oh, but my power is sooo much better organised which is why it's winning!' when they don't have the same level of grinders to try and manage.

Cutting overhead won't fix it, it will just kick the can down the road again.
The problem is that preparation is far too easy for players to make bad choices, while they're being told they're good in-game, and rewarded handsomely for doing so. Get rid of preparation merit rewards, hell, get rid of prep shipping altogether, and let preparation be the vote it was supposed to be instead of a game of shooting yourself in the foot.
 
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Only in a few of these cases has a player come forward about why they think the system should be part of the Power's space, and most of those reasons ignore any Power Play mechanics.

Right now, delivering a Corruption report rewards the player 1 merit and 1000 credits per tonne. The game mechanics are essentially rewarding players for either grind-trading without thinking, or for actively sabotaging their Power's efforts.* I understand that FDev wants to allow players to grind away merit points beyond any beneficial outcome, and over fortification should always exist for that. I'd go so far as to suggest massive over fortification should have averse affects on the local minor factions, but that's not what this is about.

Your first point is of utmost importance...if lore dictates something...and PP does not support lore....for the most part, lore wins the fight. Not sure how to fix this other than giving lore based systems some sort of a hand.

The issue with expansion not being representative because of the hidden number of overhead...quite valid...not knowing this number IS leading to some players not understanding why a system is a bad choice....and needs to be addressed.

Unfortunately, this will not change the outcomes in many of the lore based fights.....because story wins out...or the players involved with the lore really cannot make a good choice....since they can only choose the best choice of the worst choices.
 
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