Powerplay Whats it all about

The purpose is to play the game while holding a flag. Something you and other players can rally behind a figure.

Perks...there are some perks with each power. For example, bounty hunters might choose ALD for her payout bonus for bounties.

Higher level (more visible) interaction with the BGS.

And finally, for one particular group....blue hair
 
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Community goals outside of those set by FD. Many truly involved in PP treat it as a strategy game, with diplomacy, duplicity and straight up combat as the varying tools of state. It's currently under-supported by FD and a kind of forgotten red-headed child, but I wouldve stopped playing ED if it wasn't for PP. Most fun I've ever had.
 
Community goals outside of those set by FD. Many truly involved in PP treat it as a strategy game, with diplomacy, duplicity and straight up combat as the varying tools of state. It's currently under-supported by FD and a kind of forgotten red-headed child, but I wouldve stopped playing ED if it wasn't for PP. Most fun I've ever had.

That's a pretty good summation.

Essentially, we don't know what it is for.

It barely affects the political storylines, certainly nothing in depth, possibly the throne was given to the Power with the highest amount of supporters, and nothing to do with Dominion or Control Systems or Galactic Standings. That is still being left unclear, but none of the actions within Power Play mechanics are treated as real actions within the GalNet storyline.

The Power effects on the control and exploited systems does effectively add variety to the otherwise 'seen one, seen 'em all' aspect of the procedurally generated galaxy. I would say there was more variety before, but it's very subtle. Power Play allows for greater variety that can result in different attributes. In Antal space everything is illegal, bounty hunting gets a 20% increase for everyone in ALD space, Torval, Aisling, Li Yong-Rui, and Mahon provide some great trade bonuses for all players. They aren't massive alterations, but they do provide some more variety to the inhabited galaxy.

And finally, what was said above, it provides a reason for players to blow each other up.
 
I think I understand why people play power play in principle. But even though I think I know how it works, honestly I still don't know what the heck Power Play is. What is at stake? What are people trying to accomplish? Are they any closer to their goal than they were 42 weeks ago?

This is is not a criticism, nor is it rhetorical, but more of a philosophical question. Maybe the answer would be more clear if the powers had stronger personalities... eg a greater impact on the tactile and visceral feel of the systems they control and influence. Right now the footprint of PP is quite subtle to say the least. Very easy to ignore.
 
powerpla y is also the opt-in for players to say: I want to get interdicted more often and I call kill others than just "wanted", but mostly it is an excuse for PvP in open.

oh, and those 5 millions every week people get without having an idea the impact of their undermining requires a mention too.
 
Ok I am going to take a stab at answering this. The main reason I play the game is the people in the community I play in. It’s somewhat boring to just flay around and get credits, and ships (so I got this ship what now? Get another one?). One could say that PP allows people to roleplay some more than others, do you support the Alliance or do you hate the Empire? You can go to a single system and push the Imperial power out of control; ok that was one system just a lot left. If you join power play you can kill those imperials or spread the alliance throughout the galaxy with a plan and a goal in mind. What is this goal? Destroy the Empire? Make the federation the greatest powerhouse. That is up to you.
But you don’t need to have these personal goals you might just do it for to get the bonuses but those people isn’t the same as the people that spends hours spending credits just to strengthen there one power. FD dint flesh out this game that much PP is a way that we the players have fleshed it out a lot more, if you read the different reddit’s there is a full political system that have developed the different powers have different political structures and methods of playing the game. We disagree what is the best way of playing and what’s the best way to “win”.
Let’s take a quick look at winters and Hudson they are enemies inside the federation political system (think democrats and republicans). But when they are attacked by the Empire they word together. I am not part of those organization’s so don’t know what will happen when the next election comes up but that might be really interesting. Maybe the war of the empire has to take main stage.

In short you got to find why you want to play PP and go with the faction that fits you if you want to play PP and not only play for the credits you got to pick what fits you.
 
In short you got to find why you want to play PP and go with the faction that fits you if you want to play PP and not only play for the credits you got to pick what fits you.

Exactly, like.. there is all these imperial-ish historical stuff going on and then the alliance politics and fights for freedom, and then there are the feds.. with #justfedsthings [wacko]
 
You can go to a single system and push the Imperial power out of control; ok that was one system just a lot left.

Are you talking about tipping the BGS to increase the fortification cost of a control system? What about non-control systems within the sphere of influence? Is this a viable tactic to link the effects of the BGS into PP cycle cost? How does that work exactly? Can you point me to a link with a semi-detailed guide? I've asked this question before but no one seems to know the answer.
 
Are you talking about tipping the BGS to increase the fortification cost of a control system? What about non-control systems within the sphere of influence? Is this a viable tactic to link the effects of the BGS into PP cycle cost? How does that work exactly? Can you point me to a link with a semi-detailed guide? I've asked this question before but no one seems to know the answer.

For all your Powerplay needs (Utopian flavour)

https://www.reddit.com/r/EliteAntal/comments/3qjoad/guides_central_all_our_guides_in_one_place/
 


Thank you VERY much Rubbernuke! The BGS information really needs to become common knowledge. Lots of independents would love a way to push back against the galactic powers, and this would give them the weapons they need to do it without even pledging!

https://www.reddit.com/r/EliteAntal/comments/41p3h2/an_overview_of_system_flipping/
 
Thank you VERY much Rubbernuke! The BGS information really needs to become common knowledge. Lots of independents would love a way to push back against the galactic powers, and this would give them the weapons they need to do it without even pledging!

https://www.reddit.com/r/EliteAntal/comments/41p3h2/an_overview_of_system_flipping/

But also, it allows player groups and powers help each other: for example, if a co-operative gov player group is in a Utopian system, it helps Utopia if they propagate that group as it lowers fortification, leading to a mutually beneficial situation.
 
But also, it allows player groups and powers help each other: for example, if a co-operative gov player group is in a Utopian system, it helps Utopia if they propagate that group as it lowers fortification, leading to a mutually beneficial situation.

Yes that's an ideal situation. However, the ones I've heard about though is Fed/Imperials crushing weeks and months worth of BGS effort by steam rolling an Indy system to prepare for preparation. Small groups could focus on the systems surrounding key control systems to fight back and try to push the expanding power into turmoil, or at least reduce their available CC. Haha, I am using terms here that I barely understand, just FYI :D

But as you say, hopefully people are smart now when they choose a home territory so that it aligns with the gov of the nearest active power.
 
Yes that's an ideal situation. However, the ones I've heard about though is Fed/Imperials crushing weeks and months worth of BGS effort by steam rolling an Indy system to prepare for preparation. Small groups could focus on the systems surrounding key control systems to fight back and try to push the expanding power into turmoil, or at least reduce their available CC. Haha, I am using terms here that I barely understand, just FYI :D

But as you say, hopefully people are smart now when they choose a home territory so that it aligns with the gov of the nearest active power.

Its difficult, as from a power perspective player groups can be seen as claiming systems for other powers (acting as blocks) leading to wider conflict.

For example Utopia recently moved into Sukree and an Alliance group was there, Northern Light. They were co-op so we struck a deal (we move in, we help spread their group in Utopia). However, some players split as they wanted to be with Mahon and set up shop a system away, sadly near another Utopian preparation.

Its complicated but fun, lots of drama and politics. To see how fun it can get, check out this: https://www.reddit.com/r/EliteMahon/comments/47ao58/alliance_office_of_statistics_statement_on_the/
 
I must have failed to really get in touch with the key "government" groups within PP each time I've pledged. Have never participated nor even witnessed active negotiations. I have only seen the results of negotiations after the lines were already drawn. Still I find the concept of strategic cooperation and galactic politics to be far more fascinating than the overly simple mechanics of fortification/preparation/undermining/piracy/expansion. Are the political machinations really enough to erase the tactile feel of the grind?

Idk. For me personally, I guess it depends on how many flesh and blood pilots are shooting back at me while I try to push an agenda.

The dynamics of human interaction are the best and most untapped resource currently in the game imo.

Hopefully this part of the equation is addressed in 2.1 with the Crime & Punishment, which should help make the core Control Systems more secure from constant NPC interdictions (except maybe in the border systems). As well as the Open group bonus to draw players into the more dynamic political shooting gallery of human interaction.
 
I must have failed to really get in touch with the key "government" groups within PP each time I've pledged. Have never participated nor even witnessed active negotiations. I have only seen the results of negotiations after the lines were already drawn. Still I find the concept of strategic cooperation and galactic politics to be far more fascinating than the overly simple mechanics of fortification/preparation/undermining/piracy/expansion. Are the political machinations really enough to erase the tactile feel of the grind?

Idk. For me personally, I guess it depends on how many flesh and blood pilots are shooting back at me while I try to push an agenda.

The dynamics of human interaction are the best and most untapped resource currently in the game imo.

Hopefully this part of the equation is addressed in 2.1 with the Crime & Punishment, which should help make the core Control Systems more secure from constant NPC interdictions (except maybe in the border systems). As well as the Open group bonus to draw players into the more dynamic political shooting gallery of human interaction.

It depends really- Powerplay and the drama between groups / powers can be as deep as you want to go, as the whole thing is like a web.

I won't lie, it can and is a grind sometimes, during times of attack you might be hauling all night long and spend 100,000,000 credits. Other occasions are calmer and allow you to do other things like bounty hunt, explore etc. I know from my power (Utopia) we try when we can to do role playing and grand role playing missions. Long, long before Sothis and Robigo were a 'thing' Utopia tried to create a commune there, and later succeeded in Takurua- 340LY outside the bubble-why? Because its cool!

In short, it is what you make it- if you view it as a window to credits it will be boring while if you involve yourself you will see how the interplay between players, groups and powers affects everything. Galnet and local stations show how players have done this, and I love it.
 
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