The next release we're currently working towards is a 2.2 update which will be arriving soon, along with a short beta.
We wanted to take the time to discuss the changes we're making to give you folk a heads up, and explain our thinking a little. We've separated the various changes out into their own posts to keep the feedback channel nice and clean. Mark and I will hopefully be able to jump in to answer follow up questions.
So have a read and feel free to discuss in the threads, your feedback will be greatly appreciated.
The changes to we're making to Powerplay are to address some issues raised by the community. The focus is to reduce the effectiveness of internal sabotage, and to make NPC ships belonging to the various powers more discerning, only getting in your face when you are actually engaging in Powerplay activities.
Issue: Players have limited means to combat internal sabotage by preparing expensive systems that drag a power into a CC deficit.
Fix: Allow players a democratic vote to slow, or even stop preparation for the cycle.
- The preparation top ten becomes a top nine.
- In place of position ten is a new entry that looks substantially different from the other system preparation entries.
- This new entry is called logistics consolidation. It signifies a brake for expansion on any systems placed below it in the top ten.
- Players can no longer nominate systems to increase their preparation in the top ten.
- Instead, in the overview selection screen, players can vote for either continued expansion or logistics consolidation.
- The ratio of votes determines the position of the logistics consolidation entry in the top ten.
- At 25% votes in favour of logistics consolidation, the maker reaches 5th position.
- At 50% votes the marker sits at 2nd position.
- At 75% votes the marker sits in the number 1 position.
- A small number of expansion votes are precast to ensure that the marker does not jump straight to position one after one vote.
- At the end of the cycle when the power is spending CC to purchase expansion attempts, when it reaches the logistics marker all remaining CC is used up, preventing the purchase of expansion attempts further down the list.
- For each 10 CC consumed in this manner, the success trigger for undermining control systems belonging to the power increases by 1%, up to a cap of 50% (assuming 1000 CC was consumed) in the following cycle.
- The overview selection screen also clearly explains how logistics works and shows the current voting ratio for logistics consolidation versus continued preparation.
POWERPLAY AI AND SYSTEM SECURITY UPDATES
Issue: players pledging to a power are constantly targeted by NPC power ships regardless of their intentions. Additionally, police response in high security systems makes Powerplay activities overly dangerous.
Fix: Powerplay NPCs use more discerning rules to decide when to engage pledged players, only doing so if the player is actively taking part in a Powerplay activity. In addition, Powerplay NPC ship spawn rates are rebalanced to use less traffic, and authority response to Powerplay crimes are rebalanced to allow Powerplay activities in high security systems.
- Replace Powerplay pirates and assassins with a single pirate archetype that can perform both duties, reducing the number of Powerplay ships needed to spawn in a system.
- Ensure that Powerplay aggressive ships (essentially defence ships and assassins/pirates) will only decide to attack players if the following criteria are met:
- The player is pledged to an opposing power
- The player is carrying Powerplay commodities of the controlling system‘s power OR the player has unclaimed kill vouchers for Powerplay ships of the controlling system’s power OR the player is wanted in the system
- The NPC ship must perform a manifest (cargo) scan to gain knowledge of carried Powerplay commodities and Powerplay kill vouchers.
- The NPC ship must perform a basic scan to gain knowledge of wanted status, as per normal.
- Additional comms responses are used to inform the player of proceedings.
- When a player pledged to an opposing power commits a violent crime against a ship (NPC or human) pledged to the power controlling the system, the security rating of the system is halved (or reduced even more if necessary) when considering how fast police arrive and the strength of the police. This allows players to carry out illegal but necessary Powerplay activities in high security systems without being mobbed by overwhelming authority forces, whilst still retaining high security for non-Powerplay crimes.
- Aggressive Powerplay ships now all have interdictors.
- Powerplay pirates will only visit control systems.
SUCCESS VALUE TWEAKS
Issue: players were able to gain success in opposition and undermining through undesirable exploits, such as collusion piracy.
Fix: success value tweak and bug fix.
- Powerplay commodities will only be worth a single unit of success when used for undermining.
- Powerplay undermining and opposition vouchers can only be obtained from ships belonging to the Power expanding in to or controlling the system.