PLEASE MAKE POWERPLAY IN "OPEN ONLY"

They provide back story to who they are - the direct PP related information is under the Galactic Powers screen which is not exactly hidden.

But out in space, Pranavs childhood spent gardening is not going to help me, not unless his turnips are explosive.

Try actually looking under the Galactic Powers screen... while there is a fair amount of information on each page it is quite clear what each page is getting at.

And thats why so many people come onto the forums asking the same questions. And none of that actually joins things up like this does: http://hosting.zaonce.net/elite/website/assets/ELITE-DANGEROUS-GAME-MANUAL.pdf

Where the map is concerned, there is a key to the colours - it is essentially a 3D version of a geopolitical map which should be obvious to anyone with even the most basic teaching in geography.

Except the coloured overview does not actually provide much information, and is inaccurate. A PMF attacked Utopia because the spacial coloured map showed they were 'in' Utopias domain- but when they applied the control filter the PMFs system was outside and not affected. If you don't know the subtle differences, it can cause a lot of problems.
 
Before the engineers, I used to be able to out run, most of the clubers, in my Cobra and Clipper; but now there are Fed ships built, that can stay on my tail and even with turreted weapons firing backwards, I still loose out. Once again, F.D. is kind of forcing me to grind an aspect of the game (engineers) that I have no time for, or desire, to take up.
Perhaps forced is the wrong term, and with the number of balance passes FD have done on shields and weapons I think it is fair to say that the wider community have had more than a fair say in how things are balanced currently.
 
Beef them for PP ships only and therefore only those who profess to seek challenge for PP would be affected. Make them more dangerous than any player and boom, the need for open only goes away. Bots will whither before the onslaught. 5Cers will have to fly stronger ships therefore less cargo, and so will the PP haulers, and the PvPers will be glad for the times they see a human opponent.

Release the MoM!!!!

Unless these god ship NPCs fly like players they'll be no real difference for the reasons I outlined earlier with NPCs. I regularly tangle with ATR, and even they are predictable and easily avoided.
 
Before the engineers, I used to be able to out run, most of the clubers, in my Cobra and Clipper; but now there are Fed ships built, that can stay on my tail and even with turreted weapons firing backwards, I still loose out. Once again, F.D. is kind of forcing me to grind an aspect of the game (engineers) that I have no time for, or desire, to take up.

If you run away in a straight line, you are dead. If you keep close and keep out of your attackers LOS it gives you enough time (or more time) to HW.
 

Robert Maynard

Volunteer Moderator
Which FD are trying to keep popular by continually looking for new opportunities.
Indeed - and they reaffirmed their unchanged stance on the BGS later last year in the BGS & Scenarios stream.

Just because Open only has been put forward as a potential change as part of an investigation does not mean that it will happen.
 
Except the coloured overview does not actually provide much information, and is inaccurate. A PMF attacked Utopia because the spacial coloured map showed they were 'in' Utopias domain- but when they applied the control filter the PMFs system was outside and not affected. If you don't know the subtle differences, it can cause a lot of problems.
Reading a 3D map is rarely an easy thing - there is no getting around that - ultimately, the situation is easy to confirm one-way or another. You fly to the system of interest and review the local faction information (or use the filters of course).

Overall though, the manual is still readily available and the level of guidance we have in game is not that unreasonable. If individuals fail to RTFM then the fault is with them - it is not exactly hidden and is readily available to anyone with an internet connection.
 
Unless these god ship NPCs fly like players they'll be no real difference for the reasons I outlined earlier with NPCs. I regularly tangle with ATR, and even they are predictable and easily avoided.

So, what i'm hearing is they need to be even more dangerous than ATR! Noted! They should be tenacious, make serial interdictions, fly in groups of big ships for mass lock and fast ships for damage dealing. They should have PvP like meta loadouts as well! And of course, god like aiming skills.

Good enough? Or do you need even tougher? I'm sure MoM is up to the challenge!
 
But then by making the default mode Solo (because Open is optional right now), you make Powerplay grindy.
In your opinion - not everyone may feel the same way. If you find PP in Open provides the best experience for you then fair enough, just don't expect everyone else to agree with your perspective.
 
Indeed - and they reaffirmed their unchanged stance on the BGS later last year in the BGS & Scenarios stream.

While not mentioning the P word.

Just because Open only has been put forward as a potential change as part of an investigation does not mean that it will happen.

True, but considering the BGS and other features has taken a giant chunk of Powerplays thunder (example- check out the Powerplay Promo video- it has a Squadrons style interface) FD can't overlap features and Powerplay needs to define its place. Until they post something new, I'll debate whats on the table.
 
So, what i'm hearing is they need to be even more dangerous than ATR! Noted! They should be tenacious, make serial interdictions, fly in groups of big ships for mass lock and fast ships for damage dealing. They should have PvP like meta loadouts as well! And of course, god like aiming skills.

Good enough? Or do you need even tougher? I'm sure MoM is up to the challenge!

Like I said, NPCs would have to fight like players- i.e. fight dirty, not respect NFZs, have engineered weapons / ships, fight intelligently, be unpredictable. ED so far has not achieved seamless NPC pursuit like that. If they do, fantastic!

The other is to stop NPCs cheating- jumping with no FSD, jumping through planets etc, ships that magically restore themselves, and so on at the same time.
 
FD can't overlap features and Powerplay needs to define its place.
Why not? That is essentially where PP is currently. If you want something that is not overlapped then we are talking new mechanics which takes us back to the squadron based proposal in essence.
 
In your opinion - not everyone may feel the same way. If you find PP in Open provides the best experience for you then fair enough, just don't expect everyone else to agree with your perspective.

But if PP is a competitive feature, it creates pressure to pretty much do things the easy way. This is where weighted merits helps, as it rewards taking the riskier path. The only way that would make everyone happy is if FD made a system that quantified that encounter- I have ideas using passenger mechanics that could help in hauling, but it requires having a record of your opponents ship (like DPS etc). And even then its complicating things- really it should be you won by delivering your cargo, or lost because you were shot down.
 
Why not? That is essentially where PP is currently. If you want something that is not overlapped then we are talking new mechanics which takes us back to the squadron based proposal in essence.

Powerplay is a rehash of CGs, basic hauling and basic shooting. It needs to step out from the areas of the game that overshadow it- and if FD are not going make something new, they have to achieve that with what they have.
 
But if PP is a competitive feature
I don't see PP as a "competitive" feature, and I am sure many others feel the same way. Sure there is an element of competition (same can be said of many elements of ED) but it is far from being the same thing as "competitive" in true PvP terms and was never designed that way. The barn door is open and horse has long since bolted on that one.
Powerplay is a rehash of CGs
Not entirely true, CGs/IAs are different from PP in both approach and intent. Any similarities are superficial in nature.
 
Perhaps forced is the wrong term, and with the number of balance passes FD have done on shields and weapons I think it is fair to say that the wider community have had more than a fair say in how things are balanced currently.
OK, what I am saying is this: Back in the day, if I was in my Cobra or Clipper and saw a Fed ship, any Fed built ship, pulling me from super-cruise. I knew that I would not have to high-wake, all I had to do was keep running and they would fall behind. I did not have to worry about leaving the system and I could just carry on to my own destination. Back in the day, before engineers, the only ships that could keep up with a cobra, was another cobra or Clipper.

Now, because a key aspect of this game; is decisiveness, thinking on your feet and just getting on with it. These days, we have no idea, of the potential speed of another player's ship; it is only when we 'see' them keeping up with you, that you know, High waking, is the only option; however: By then it is too late, as you are already dead. There used to be a speed pecking order of ships, now that has gone out of the window; due to engineers.

So my options then become limited. High wake 'every time', thus wasting time. Or go to the engineers and increase the speed of my ship. Thus, I am forced to go to the engineers, if I wish to play in open; unless I can handle the loses. I started a thread a few months back; asking, does open play now require the use of engineers and the general consensus was: That it is stupid to fly in open, without engerneering your ship first. I still play in open, because I can afford the loses to other players.
 
If you run away in a straight line, you are dead. If you keep close and keep out of your attackers LOS it gives you enough time (or more time) to HW.
I understand how to use my thrusters, one of the things I like with this game, over the 84 game; are the extra thruster options. out runing them, is out ranging them. Most engineered ships will do over 500ms, all the dodging etc, in a Clipper that tops out at 440ms, is going to die; especially if the guy doing the chasing, has also engineered their weapons.
 
OK, what I am saying is this: Back in the day, if I was in my Cobra or Clipper and saw a Fed ship, any Fed built ship, pulling me from super-cruise. I knew that I would not have to high-wake, all I had to do was keep running and they would fall behind. I did not have to worry about leaving the system and I could just carry on to my own destination. Back in the day, before engineers, the only ships that could keep up with a cobra, was another cobra or Clipper.
Not entirely true but I get where you are coming from

Now, because a key aspect of this game; is decisiveness, thinking on your feet and just getting on with it. These days, we have no idea, of the potential speed of another player's ship; it is only when we 'see' them keeping up with you, that you know, High waking, is the only option; however: By then it is too late, as you are already dead. There used to be a speed pecking order of ships, now that has gone out of the window; due to engineers.
Is that necessarily a bad thing? I agree that some take engineering too far resulting in ganker builds but ultimately it is the players that are the problem not the engineers themselves.

So my options then become limited. High wake 'every time', thus wasting time. Or go to the engineers and increase the speed of my ship. Thus, I am forced to go to the engineers, if I wish to play in open; unless I can handle the loses. I started a thread a few months back; asking, does open play now require the use of engineers and the general consensus was: That it is stupid to fly in open, without engerneering your ship first. I still play in open, because I can afford the loses to other players.
Even pre-engineers Open was still vulnerable to ganking behaviours, but ultimately the problem is less with the range of options and threat identification but more to do with the behaviours of individuals.
 
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