Should we keep Powerplay modules if we pledge to another Superpower?

My take on this is that what is given to you once should not be taken away again. I'd rather say that powerplay modules should stay available for purchase at some engineers once obtained without the need to pledge for another 4 weeks if one wants to buy those modules again.

I'd prefer if those modules were not the main-reason for many people to pledge to some power and else give a (d)uck abut the power. I'd rather have it so that people would have an incentive to join a power for the powerplay gameplay itself...

pipedream?

sure.

Still I don't see what it adds to the game that people go pledge to a power, wait 3 weeks, do one week of mostly useless powerplay work they don't even enjoy and leave the power when they have what they want.

I think there could be better ways to reward players for investment into powerplay. For example a system where one could "buy" favors with powerplay associated engineers would be a method that could work...
 
I'd rather have as much variety as possible. Only letting players access a single PP module at any given time would result in almost everybody pledging to one of a few powers. Which would be be bad for PP itself and mean that less prominent PP modules might as well not exist.

If (if) having multiple PP modules makes a ship overpowered, then the modules themselves need adjusting.

Unless this is a clever plot to hand Aisling Duval control over the entire bubble; OP does have her as an avatar after all :D
 
When you enter military service have you to bring your own weapon first? I am not in military service I am a mercenary (or/and delivery) contractor.
 
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The very idea from the start that a faction manages to hide technology behind a "paywall" in a universe of hundreds of billions of humans in itself is laughable. A few million scientists should have reverse engineered anyone of those items by now.

- We can apparently SELL the items so SOMEONE should have picked it apart
- How would they TAKE our installed modules? I'm not RENTING them

A better solution would be that once we unlock a PP module we should be able to purchase them at a similar engineer (after all, they are not standard market weapons).

I works this way in the real world. I have an enterprise device here that has a feature unlocking software license. You take away the license (or it expires) and features cease to function but you get to keep the semi-working device. No reverse-engineered version of the device is available to the general public, because there's no incentive in picking it apart and it would trigger a response from the manufacturer.

I see no reason why it should not work with PP weapons.
 
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You keep your dirty hands off my Prismatic Shields. I care nothing for either the Empire or the Federations values, but seeing as how obvious tech that should have long been reverse engineered and sold normally is only available via powerplay, I'll use and abuse every power play power that interests me until my ships are the pinnacle of perfection. ALL of my ships run Prismatic Shields and I'm grinding out Aisling again for my Corvette (and hopefully a Cutter before 2.3 mission stacking nerf) to get Pris Shields, then I have to snag some Imperial Hammers, then maybe some PackHounds or Pulse Disruptors, along with the Advanced Plasma Accelerators.

The fact is it's in the game now. If you take it away or change it then you'll anger a good chunk of the community. Cause Powerplay is tedious and un-fun, not to mention you get attacked by random npcs in "hostile" territory every two seconds and god forbid if you fire back. On top of that you really see no actual effect on the human bubble at all other than some colored circles changing colors. You'd have thought that as weak as he his Archon Delaines territorys would have long been abolished or reduced to nothing but a handful of systems.

I'm only putting myself through this tedious grind because I want to have some modules in storage for when I need them. Take that away and a large chunk of players will never touch powerplay again because aside from the extreme rp'ers no one wants to deal with the agony of Powerplay as it rewards too little with too much in terms of downsides.
 
I never had a thought on it, but since i own the packhounds and the prismatics, people tend to run away from me more often.
So i was asking why you not even respond to my hail.....he replied, you using an overpowered ship.
Had a nice chat with this person.
Finally i came to the conclusion he is right, it makes ships very very powerful. Ofcourse it takes time to obtain all those powerplay modules and they are mostly with alot of disadvantages (especially if you combine 2 or 3 of them - heat and power issues).

Wouldn't it be 'better/fair' if you pledge to another superpower you lose access to your current module and you can only sell it/keep it in storage?

You see many ships using 2 or 3 different superpower modules?

Does the modules make ships overpowered or the user?

T.

I was hoping from the first day of Powerplay that it works this way. Since all people for every sort of PvP were flying suddenly in prismatic shields, the problem became very clear. But sadly it's now too late. Now i got myself those fancy stuff and there is no way i drop them now :D
 
You keep your dirty hands off my Prismatic Shields. I care nothing for either the Empire or the Federations values, but seeing as how obvious tech that should have long been reverse engineered and sold normally is only available via powerplay, I'll use and abuse every power play power that interests me until my ships are the pinnacle of perfection. ALL of my ships run Prismatic Shields and I'm grinding out Aisling again for my Corvette (and hopefully a Cutter before 2.3 mission stacking nerf) to get Pris Shields, then I have to snag some Imperial Hammers, then maybe some PackHounds or Pulse Disruptors, along with the Advanced Plasma Accelerators.

The fact is it's in the game now. If you take it away or change it then you'll anger a good chunk of the community. Cause Powerplay is tedious and un-fun, not to mention you get attacked by random npcs in "hostile" territory every two seconds and god forbid if you fire back. On top of that you really see no actual effect on the human bubble at all other than some colored circles changing colors. You'd have thought that as weak as he his Archon Delaines territorys would have long been abolished or reduced to nothing but a handful of systems.

I'm only putting myself through this tedious grind because I want to have some modules in storage for when I need them. Take that away and a large chunk of players will never touch powerplay again because aside from the extreme rp'ers no one wants to deal with the agony of Powerplay as it rewards too little with too much in terms of downsides.

Powerplay NPC ships are not really agro anymore since DEZ 2016 (https://forums.frontier.co.uk/showthread.php/309692-2-2-Update-Powerplay). The tedious grind still is true though - but there is also some fun to be had. It's not as bad its repuation especially if you are enjoying undermining gameplay.
 
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Also rebuy should only supply default modules (no EngRng modded and no powerplay modules)
Im sure that would be well received on these forums :)
 
You put the time in to get these things you keep them, it really is a daft idea OP, I buy a BMW and want a Mercedes as well , hey why are you taking my BMW away..... just daft.
 
Maybe just PP modules not work with each other instead taking anything away? one type of PP module per ship.
There :) no more fear of being op... Tho aren't PP modules quite balanced to begin with? (have not used them)
 
Same with Engineered modules IMHO.
If Cmdr's experienced real loss on ship destruction gameplay would be much different (for the better) and more "realistic."

most probably even less players would take the open-pvp-combat risk on them with this implemented
you'd have a much better and more realsitc experience in your choice of solo / coop NPC-bash server then :D
 
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Robert Maynard

Volunteer Moderator
most probably even less players would take the open-pvp-combat risk on them with this implemented
you'd have a much better and more realsitc experience in your choice of solo / coop NPC-bash server then :D

Arguably this might already be the case for some players that have spent time levelling their NPC pilot(s).
 
Same with Engineered modules IMHO.
If Cmdr's experienced real loss on ship destruction gameplay would be much different (for the better) and more "realistic."

Sure, let's bring combat logging to the next level... as if it wasn't bad enough already.
 
I think a good solution would be to have the commander labeled as a 'Defector' if they are scanned (passive) using modules or ships from enemy Superpowers/Powers.

Defectors could provide high merit/credit/material rewards if killed.
 
There is an inherent lack of consequence of any actions cough* Crime and Punishment *cough

But the idea that faction specific modules are only available if you are pledged to that faction is a great idea.

I would even say that Fed vs Imp rank locked ships should also only be available for one and not both. Ie. you can't be a Duke/Admiral, you can either be a Duke ior Admiral.

Plus the impact on your Rep, ie. Duke in FED space gets hassled and not much in rewards for missions and vice versa.

FDev missed a trick with the Alliance faction, they need to have faction specific ships and benefits. So players have a choice of one of 3 factions to ally with and work towards rewards.

A threeway is always better than a two way!
 
Wouldn't it be 'better/fair' if you pledge to another superpower you lose access to your current module and you can only sell it/keep it in storage?

You see many ships using 2 or 3 different superpower modules?

Does the modules make ships overpowered or the user?

T.

I'm a little on the fence with this one, on one hand the current system says be aligned for 4 weeks, reach level 3 and you get the item as a reward, so there isn't really a means of revoking that said reward, but on the other hand someone spending months cycling around all the powers getting the modules will indeed be OP compared to a "standard" PP player, so maybe the reward isn't your given the module but possibly loaned it as long as you stay aligned!

Would love to hear what you think?
 
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