3 quick fixes for Power Play

Ok, so there are already lots of what's wrong with Power Play threads. I've posted some of my thoughts on a few, but I have to accept that some of the key things for me aren't going to change quickly. I have, however, thought of a few minor things that could improve it relatively easily:

1. No merits for over fortifying

It has zero impact to fortify over 100%, so why should powers pay for it? If people want to do runs just for the reward, at least make it relevant.

2. CG like rewards for PowerPlay objectives that scale with CC

I don't have a problem with people 'doing Power Play' just for the rewards, and not caring about the overall impact of their actions - it fits with the mercenary feel of Elite. But why can't the rewards match the result? It benefits a Power to gain a high CC profit system, so why shouldn't the rewards passed down to the pilots who made it happen scale accordingly?

Be it merits or credits, use the existing CG reward system to pay out to pilots who helped achieve prepared/expanded systems, with high rewards for high CC targets, nothing for negative systems. Make people use their brains just a little bit.

3. Merits for defensive actions

Apparently taking the action to enemy territory is so valuable that powers will pay out 15 merits per ship. For some reason though, stopping enemy pilots trying to do that in your space is worthless. Fix that please.

It doesn't have to be 15 merits, 5 would be fine, but please give me a reason to not demonstrate how easy it is to win the interdiction game in a courier the next time a fed agent decides he wants to dance.
 
Power Play has a huge potential...unfortunately there are so many things wrong at its current state :(
I like the suggestions from the OP (here, have some rep!). Actually, every-time I read a post about improving power Play, I agree that it must be tweaked!

Here are my suggestions (previously posted, then flooded by other posts and forgotten :) ):
------------------------
I am not only talking about adding more reward or profit here, but to push participants to do the right things.

The amount of merits given when you complete an action should be proportional to the importance of the action, at a given time. Right now, a lot of participants are doing things that do not matter, due to a lack of motivation or understanding of the PP mechanics.

Preparation/Expansion:
- Add a x2 merit multiplier until the threshold has been reached.
- Add a x2 merit multiplier if your power is on top but another one has above 75% of your power current prep/expa.
- Add a x3 merit multiplier if a power has more prep/expa than yours.
- No merit if your power is on top and has more than 200% of the amount of prep/expa of any other power.

Control:
- Add a x2 merit multiplier if the threshold has not been reached yet, but the opposite (fortification vs undermining) has reached the threshold.
- No merit if the threshold has been reached (since if the opposite gets reached, it would cancel your power action no matter how high it is)

Also:
- When we kill ships, you should get more merits for bigger ships...like for the combat bonds.
- 100cr per merit only? Who cares? 500cr sounds already more significant.
- May I also suggest Power logo/decals? I know it's only cosmetic, but easy to achieve and may bring more motivation to players who like to roleplay.
------------------------
 
Last edited:
Back
Top Bottom