Powerplay Cycle 52 Charts

I didn't get around to writing my usual speculation and commentary last week, after Delaines (and Antals) Expansions were bugged and you couldn't earn merits in either the Resistance Pockets or Supercruise, I really couldn't be bothered taking the effort to write anything.

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Last week had the launch of Engineers, 1.6 / 2.1, which would have had some impact on PP participation. Obviously Merits in Antals and Delains expansions are way down because the bug was only fixed in the last 12 hours of the cycle.

Undermining was nearly non existent last cycle, but you can see the difference using a direct comparison to a previous cycle.
Also the raw data looks to be 1.5 to 2 hours old from when the cycle should have ended, or maybe 4 hours old from when it actually ended.
All "snipes" are not included, and all "overtime" fortifications are also not there.

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Above are the merit total for cycle 52 and cycle 41. 41 had expansions for both ALD and Hudson, 42 didn't.

On the total merits chart, things aren't that much different for Aisling, ALD, Delaine, Hudson, Mahon and Winters.
The Effective Merits chart shows much more grinding was going on, and also systems didn't need to be fortified to 100%, because of the lack of undermining.

The Total Opposition chart shows the story. About 1/4 or less normal merits in undermining and opposition to expansions.
And on the effective opposition chart you can see 4 powers didn't even get a single system undermined.

Speculation and Commentary

Normally I would speculate on what happened during the week and what might happen the next week for each of the powers, but this time I will just have a more general approach.

Participation in PP (well, number of merits) has been reducing over the past month or so, some of that might have been due to players preferring to play in the Engineers Beta, maybe not.

Cycle 52 had several changes other than new feature to distract the player base from PP.

Robigo
A favourite place for player to exploit the long range smuggling missions, to accept the slaves for free, and then just sell them on the local market for 100% profit.
Its hard to know what % of fortifiers and preparers used this method to fund their weekly expenses, but I suspect it was quite a lot.

With Robigo being UA bombed, and not being able to offer missions, these players need cr from somewhere.
Torvals Imperial Slaves have seen their supply smashed last week, some popular systems dropping from 600000-800000 down to under 500 (not 500000)

New profitable routes will be found, and cr from missions might be useful, but it will take time for the Robigo money printers to be replaced, which will probably hurt Fortification and Preparation numbers, and hurt the trade expanders, particularly Winters and Mahon, who were recently seeing very large amounts of opposition to their expansions.

AI Difficulty
The AI was much improved, it has been nerfed somewhat now, but it is still better than it was before 2.1
The increased difficulty of AI was a very contentious issue for many players.

Personally I enjoyed the new AI and all I think needed to be changed was the level of ships that some players were seeing, not changing the actual difficulty of each level. Elite ships should be really difficult, but most players should not be running into them all the time.

The new harder AI did make undermining more difficult, and as seen in the charts, undermining just stopped.
When interdiction difficulty was increased undermining dropped to around 1/2 the normal levels, this is far more worse than that.

It may take several weeks for new strategies to be worked out to improve undermining merits per hour, but its likely the lone underminer will earn far less merits than the lone combat expander.
This means undermining from Delaine, Patreus, ALD, Antal and Hudson may be greatly reduced going forward.
Undermining from Sirius, Mahon and Torval is probably very low, Aisling players probably do a moderate amount of undermining, and Winters players do a very large amount of undermining.

Extrapolating this out, whoever Delaine, Patreus, ALD, Antal, Hudson, Sirius, Mahon and Torval undermine, will get much less than they usually would.
Whoever Winters, and to a lesser extent Aisling, undermine will get a larger % of the total undermining than they do right now.

Security Response Times
This is the other half of the decrease seen in undermining merits.
The security forces once again turn up, but the security level of the system has so much more to do with it now.
I was getting a response time of 35-40 seconds in high security systems.

This really shouldn't be an issue for wings of players undermining, but for the lone underminer, killing combat PP NPCs in that time isn't easy, and killing a wing of ships in that time is very difficult.
ALD and Hudson get increased security in their systems, so undermining them is now more difficult than undermining the other 8 powers generally.

I'm not sure what else influences the security level, but I suspect population and government type probably do, so Federation and Alliance space, with its higher population, probably also has many high security systems, and fewer low security.

There are already massive differences between what bonuses the different powers have (by design, some are just not as good) but this is quite a large buff to the two powers who probably need it the least.
ALD and Hudson already have expansions that are nearly impossible to stop, and they are both quite hard to undermine into Turmoil, but this may make it impossible to put either of them into Turmoil.

If this is true, Imperial attack will focus much more on just Winters, and Federation attacks will move to Patreus and Torval.
This will mean more Turmoils for these 3 powers, they all may be able to fortify enough to only lose loss making systems, but with systems being lost, they will be taken by other powers who are close.
So ALD will be able to grow more from the Pateeus and Torval system, and Hudson and Mahon will be able to grow more from the Winters systems.

That should keep Mahon in 1st, Hudson in 2nd, but should start ALD overtaking Torval and Winters and returning to the top 3.


Undermining and Fortification Balance

With Long Range Smuggling, and Long Range Smuggling exploiting, more and more players had access to much larger amounts of cr to burn on fortifications.
The introduction of the Cutter also was a big buff to fortification, although all players for every power who fortify either have Duke rank, or will be working on it, it does give a slight advantage to the Imperial Powers, because its an Imperial Rank.

With the AI and Security response changes something will need to be done to buff undermining, but the problem is, one week is too early to see how bad it is, but you also can't just leave it like this, because no-one will go into turmoil.

1) The 3 obvious ways to re-balance it are to remove all security responses on PP ship combat.
2) Increase the number of merits from 30 per kill
3) Increase the amount of fortification required per system.

I think option 3 is terrible, no-one wants to fortify more, and it will basically sink Aisling.
Option 2 is easy to implement, but a useful number will be hard to change to.
Number 1 might be the best option, but will require a programming change, which is probably unrealistic.


Bugs and Cycle End / This Cycle

The major bug last cycle was the Delaine and Antal expansions.

Antal players don't want to expand (like everyone) and had a very hard trigger, so there probably wasn't that big an issue with their expansion not working, but it did rob their players a method to earn their merits.
The Delaine expansion was more wanted (but still not that much because its a horrible loss maker) and Delaine was able to win it in the end, but there really isn't a good outcome for it.
Having only 12 hours to expand is ridiculously unfair, but at the same time, the expansion was bugged and there was no real reason for anyone to oppose it who wanted it to fail.

The cycle not ending at the correct time causes far too many issues.
What was undermined, fortified, who won expansions, or preparations, this is all just a mess.
The official response form Zac was FDev can't roll back the numbers to the correct stopping time.

That doesn't really give any options, rolling back the whole week (which probably wouldn't fix anything) must also be impossible.

From what I can tell, Mahon should have much less CC, maybe be in turmoil, but probably not.
Other than that, I'm not aware of any big things that should have happened, most expansions were not opposed, and there was no real undermining.

The second issue is whats happened to the preparations.
They are just continuing, which means no-one has any expansions, but all the Powers have new CC balanced for this week to spend on preparations.
The CC to spend needs to be rolled back to last weeks CC if the preparation period is being changed to 2 weeks, instead of the usual 1, but Winters and Patreus are now in Turmoil.

How can they have CC to spend now?

I don't know how the mess of this week can be resolved, and whatever is done can't be fair to all 10 powers and their players.
 
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Great work, the recent few days have been a veritable spaghetti bowl of pain to work out.

Bugs happen, and the end of the cycle was a mess, but the main issue I see right now is what damage is being done to the player numbers while this week is in the state it is in.

I'm sure it will be fixed at some point, but how many players wont come back when that happens?
 
Too many. Just flicking through the Reddits of the larger powers shows the discontent and utter despair at it all.
 
Other than that, I'm not aware of any big things that should have happened, most expansions were not opposed, and there was no real undermining.

There is a thing you missed.. We at Winters won our prep war against ALD for HIP 47328, but the system did not go into expansion for us. And we are now in (a controlled) turmoil so we won't have the opportunity to get it again. Also, the system we have in turmoil, Mehudi, is not the one that should be in turmoil according to the rules. It should be 16c-something, I forget the exact name right now.
 
There is a thing you missed.. We at Winters won our prep war against ALD for HIP 47328, but the system did not go into expansion for us. And we are now in (a controlled) turmoil so we won't have the opportunity to get it again. Also, the system we have in turmoil, Mehudi, is not the one that should be in turmoil according to the rules. It should be 16c-something, I forget the exact name right now.

Yeah, both Patreus and Winters being in Turmoil makes an even bigger mess of preparations continuing on for a second week period.
 
Excellent write up as normal, thanks.

I too enjoy the AI, but found the experimental undermining that I did on my own very slow going. Probably about 50% of what I was doing before (at a guess).

The police presence was the biggest factor in the reduced rate of undermining IMO. I think I would speed up against the AI if I honed the tactics and mixed up the load out a bit.
 
Excellent write up as normal, thanks.

I too enjoy the AI, but found the experimental undermining that I did on my own very slow going. Probably about 50% of what I was doing before (at a guess).

The police presence was the biggest factor in the reduced rate of undermining IMO. I think I would speed up against the AI if I honed the tactics and mixed up the load out a bit.

This was what I was doing, had to smash them ASAP to have time to get some loot before the 35 second police response

[video=youtube;mSLP1Qz1_6k]https://www.youtube.com/watch?v=mSLP1Qz1_6k[/video]
 
I got nothing to argue with that, but I could possibly add one thing;

For undermining Bad_Player and myself have talked to great lengths in Hudson TS on the issue, and we both have the same general idea: Just have a basic "Lawless" tag for Powerplay ships.

This would allow undermining to largely return to normal by removing police interactions, while keeping the increased AI effects.

That alone would be the best answer for that half of the problem.


The other half? Fortifications are too expensive to keep up without cash income generators like Robigo. Not enough players contribute making it so only a few really do the key fortifications required - those that do often get attracted to close systems and never touch the longer range fringe ones.

Fortifications probably could use a massive cost decrease, turning it into a time sink not a cash sink. It would have largely the same result - letting players spend incredible amounts of time on the gameplay, without hopefully ruining most of the balancing mechanics.
 
I agree. Those changes to fortification would make it accessible to all of our players rather than just a few.
 
Fortifications probably could use a massive cost decrease, turning it into a time sink not a cash sink. It would have largely the same result - letting players spend incredible amounts of time on the gameplay, without hopefully ruining most of the balancing mechanics.

How about scaling the value of systems based on their contents? For example, large stations, lots of mineable rings etc push up the cost, systems with outposts only less?
 
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I'm glad robigo exploiting was stopped and it is too bad fd doesn't deal with the exploit and exploiters properly.

I don't think anything needs to change to allow players to continue playing as if they had infinite credits.

I've played pp for 51 weeks and never needed anything other than the actual intended game mechanics to fund my fortification and merits with very little actual game playing time. That is maintaining rank 5 and often ending cycles at 20k merits with none of it in undermining.

So I have no sympathy for players who were funding their efforts basically cheating via mode switching to stack smuggling missions. None at all
 
Some of those players did not have the time or the will to grind credits through trading though. How many hours a week are you putting in by the way?
 
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How about scaling the value of systems based on their contents? For example, large stations, lots of mineable rings etc push up the cost, systems with outposts only less?
Its the accessibility issue honestly, but its not by how hard its to get there.

Distance largely dictates who goes where, and the lazy only do the close ones.

I have hardly any qualms with the cost to fortify vs the distance calculation, its the cost to fortify for the players that kills us.

If effective fortifications returned enough credits to offset the cost of fast-tracking, then I'd love it entirely.
 
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Its the accessibility issue honestly, but its not by how hard its to get there.

Distance largely dictates who goes where, and the lazy only do the close ones.

I have hardly any qualms with the cost to fortify vs the distance calculation, its the cost to fortify for the players that kills us.

If effective fortifications returned enough credits to offset the cost of fast-tracking, then I'd love it entirely.

Yes, I see your point. I'd love that too as a space trucker.

But part of me wants these fortification triggers to actually reflect something. I crave the time where we have to look at a system strategically, not just because it's far away. I'd love it if we were given the choice, choose a system far away that only has outposts for 5k fortification, or a closer system with L pads for 10k. Distance is a pretty crude metric when it could be so more involving.
 
Some of those players did not have the time or the will to grind credits through trading though. How many hours a week are you putting in by the way?

cry me a river? Part of the barrier is credit cost. Part of the barrier that creates values for credits is that they take time to acquire or skill. You do nothing but eliminate barriers that create value with robigo cheating. live within your means. If that means you can't buy 6 anacondas and fast track 40k merits a cycle then oh well. That's how it's supposed to be.
 
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