Anybody like powerplay?

Anybody like powerplay?

  • Yes, keep it

    Votes: 16 6.4%
  • No, get rid of it

    Votes: 42 16.7%
  • Yes, Just need a few tweaks

    Votes: 46 18.3%
  • No, needs a complete revamp

    Votes: 147 58.6%

  • Total voters
    251
  • Poll closed .
Poll is missing a very important option: Don't Care About Powerplay.

I fall into that category. I don't care that it exists, and I fully accept that plenty of people do like it, engage in it, do whatever you do with it.

I just don't care for politics, don't want/need any more enemies, and can make my own friends.

Quibbling over space in space is simply dumb. There's more galaxy than humanity, so it's not as if space is a dwindling commodity. And when the galaxy does run out of space, guess what, there's still more space out there - more galaxies out there. Nothing worth fighting over, certainly nothing worth dying for, as there is always more.

So take your ideologies and head in ---> that direction, opposite of those who disagree with your ideologies, and vow to leave each other alone.
 
Never tried it because the idea of making myself a target in the majority of known space just because I prefer one politician over another doesn't appeal.
 
I like it, it is a great way to meet other players in open, each power has a great communety. But i dont like that the rank deteriote so fast, too keep up i have to dedicate all my free time and holding high rank feels like a real job. I settled on rank 3 and will not rank any further, that way i can enjoy the game and get some of the benefits from the power im pledged too. How people can maintain rank 5 i never understood, if i wanted to maintain rank 5 it would mean i would have to ditch my girlfriend, quit my normal job and just go around grinding merits all day long...
 
Posting this in the main forum because I wanted as much eyes on this as possible so we get a fairly 'accurate' idea here.
Feel free to discuss reasons below. :)

Need a "I don't use it but keep it for those that do" response.

If you don't like it don't play it but don't take it away from those who do enjoy it.
 
For it work, it really must, and always should have been BGS based.
I appreciate at the time of starting the PP project, BGS was an unmitigated pile of horse doodoo, and while it has improved tremendously, it still has some fundamental PP killing flaws (like single state)
Sort out BGS, even if it needs a bootstrap, then use THAT for PP. It wont even end up as 2 separate entities.

BGS is in a pretty good state now, my only bugbear is the overly punishing nature of factionwide states in certain circumstances. I remember being quite disappointed with the lack of links between the BGS and PP when it first came out, seemed like natural bedfellows. That said, the BGS impact on PP in fort values is a very important aspect of PP.
 
I almost quit the game in 1.3 because of PP.

My introduction to PP was whilst supporting a minor faction with a few mates. Weekly influence swings of up to +-62%. Only started once we became part of a power, huge drops in influence matched opposing effort in PP, so normally Friday or Saturday tick. Stopped in 1.4 when they fixed the killing an opponent PP ship counts as murder for the controlling faction - or some such.

I would be very apprehensive of allowing PP anywhere near the BGS because of what happened in 1.3. The smaller BGS groups (half a dozen to a dozen) would be smothered by the sheer number of PP players.
I quite liked the idea of the terrorist proposal Sandy put together - try and overthrow a power from an exploited systems.

I do like the idea of PP, it needs some tweaks now it has moved out of the ramp up phase - just not sure I want it tied into the BGS. So I voted for "needs a few tweaks".

Simon

Simon
 
I've just started messing with it to try something different for a while.
I'm amazed that killing all those "enemy" ships doesn't get me merits.
I hate the 30 minute cool down, why is that even a thing?
I don't like that I have to look at yet another out of game resource to find out what to do, there should be an easy way for the pp faction leaders to communicate with all its members in game, being able to send messages to all pledged members in the same way mission givers do would help, maybe even pp specific CG type things.

I want to feel part of the power I'm pledged to, it should increase my imp/fed ranking, give me access to unique stations or locations, it should feel like a commitment, that influences lots of other game things, pp specific missions, npc's (and not just being hostile everywhere, npc's on my side should help me out, why are npc's from my own faction giving me the whole "that's a big haul" routine), and even silly things like decals and paint jobs. It should be optional in that if you aren't pledged you wouldn't really notice (like navy ranking, doing it gets a few extras but you can live without it).

I do like the story and the lore and feeling part of something, i like the player group, i like the idea of taking a side and the positives and negatives that entails. I'm quite enjoying doing some pp deliveries in between other things I'm doing but then I realised that to keep my rank up I have to spend about 70% of my game time just delivering the pp stuff, and that has no impact on any of my other game ranks, no cash rewards other than the weekly bonus which isn't that much really, i could make more doing an hour of res bounty hunting.

It is something else to add to the whole game experience but it just feels so detached,
Having said all that I'm sticking with it for a while, the player group I joined are putting a lot of work in and I want to support them. I'm looking forward to winging up to help our traders and seeing if I can help us expand, and I like the idea of it, if not the implementation.

I reckon if the whole thing felt more "alive" in game then it could be the answer for people that like to fight for a cause as part of the game, just take out the grind and integrate it with the rest of the game and it's a winner.
 
I stay in 4 weeks to get the module I want, on the Wednesday prior to the roll over, I do powerplay activities to get to level 3, buy my mods, and leave the faction. It's far more of a headache than fun.
 
i like powerplay in general, even in its current state.

true, it doesnt have a massive permanent effect on stuff in the universe, but if you stop a second and think, it cant and it shouldnt have anyway:

if it had permanent actual effect in game universe, a player group putting massive effort at one point would tip things over, do massive impact on the universe and break the game for anyone who wasnt pledged with that power.

then everyone would be complaining that game is broken because of this and that.

powerplay already allows you to flip systems to empire or federation as far as i know. even this is a great amount of impact. for the individual player things change a lot with a station flipping to another superpower - especially if their gameplay involves combat and whatnot.

even the possibility of the only station belonging to a superpower which you have huge amount of bounties to cash with flipping over to another superpower due to powerplay while you are far out from the bubble is a huge impact - now you would have to either go back a few hundred lightyears into the bubble (if lucky) to cash in, or use the new 'shady connection' system to cash it in with 25% penalty. before 2.2 there was no other choice but to fly back hundreds of lightyears just to cash in the bounty even.

so you need to take into account the impact on gameplay of everyone - the moment you say 'doesnt impact anything' and get a revamp that allows you to impact things, then you are impacting the gameplay of many people. you may enjoy what you are doing, but for the people who get impacted the effects will be mixed.

so even if PP impacts things on a serious scale, it must be in a way which would not affect other people but the individual player or at most pledged players.

it seems to have been designed like that anyway. so a few more features and changes to make it more attractive and accommodate people who dont have time to grind, like by making it possible to gain merits by doing missions which are very dangerous but taking much less time than hauling stuff or grinding ship kills, would make powerplay more welcoming to all audiences.
 
There are glaring design errors in powerplay.
- how do you attack?
- how does the endgame work?
- how are powers balanced?
- how to win?
- how to lose?

There is a lot of fancy stuff going on, cgs, pictures. Maps, stuff.
..

But making it actually a fun game? Thats where FD failed. 4/10 points. Major overhaul needed.
 
FD should lay the PowerPlay schematics as a board game, so that they can see how incredibly boring some of the things are currently implemented.

When we play PP, we want some surprises, we want something we can hold on to, we do not want to constantly grind and wait for things that are just nothing more than moving points.

Take your absolute favorit board game and compare how PP today relates. It does not matter what the board is, but the game need to be fun and immersive.
 
Powerplay is important to me, in the sense of I do care about who controls what system, especially as trading profits and outfitting costs depend on it. When my home system was targeted by Federation ppers, that was very cool. Except it also revealed the shortcomings: I could only stop them by shipping Alliance trade contracts...excuse me? Triumph by paperwork! But would suggest other fun mechanics could work better....
 
I did a bit of Powerplay for Eddy Mahon. Thing was none of the powerplay characters were like-able to me, not even Eddy. This new bloke Yuri seems to be nice to I think I will defect to him.

Many objectivist, ego centric negative responses about Powerplay, I think this is from players who are jealous of the powerplay figureheads notoreity.

My ideas for powerplay....

Make the relationship between powers and power influenced minor factions more relevant and involved. (NEW STUFF NEEDED)
Make the relationship between powers and power influenced major factions more relevant and involved (FD ALREADY MOSTLY FIXED THIS IN 2.2).
Include the previously long time back mentioned anti-powerplay play (minor faction freedom fighters). (ALREADY PROMISSED)
Maybe have powerplay merit earning missions (assinations, VIP transit etc) on mission board for pledged players. (SURELY LOGICAL & DO-ABLE)
As a bonus and another reason to powerplay pledged players could get noticbly strong assistance & escort from NPCs in friendly space. (DO-ABLE OR OP?)

I didn't like how powerplay trampled on player supported minor factions with no recourse for players to fight back. I think that was powerplays main design failure, but I think powerplay should be refined and improved, not completly re-done. So FD are on the right track me-thinks, tweaked PP could become very popular.
 
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Power play as is isn't worth saving in my opinion as it is a very simple pull and tag game with fetch this here and kill this here mechanics. It has 0 immersion and doesn't tie well to the current universe. PP could tie to reworked Justice - Crime and punishment system. It could be integrated into the missions without feeling like a sticker on top of the BGS and first and foremost it should add to immersion and not take away. Most of PP happens in the Forums and Reddit and that is where my interest ends. Game should begin and end in the game and not on the Forums. Forums should be for sharing ideas, experiences, bugs, troubleshooting, but not for agreeing basic strategies. These mechanics should be in the game and clearly accessible with good integration, hence my vote for complete and utter rework. I can't think of a single feature in PP that is good or engaging which is a huge pitty as it should have been something the more experienced commanders get behind and drive the Player created Content and instead it is a heavily controlled pull and tag game :(.
 
I've played it a little bit. I'm pledged to Sirius. Li has the right ideas. I haven't updated my inara sig in a while. I should do that tonight. Anyway, I think it could probably stand to be integrated with the rest of the BGS a little more cohesively, but the basic idea is sound. I like that if you spend a lot of time at it, you can get a pretty decent salary to keep at it full time. It really is it's own thing to do that can be a solid source of income and reason-in-itself to fly space ships around the galaxy, which is the whole point of Elite, to fly space ships around the galaxy.
 
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