About Powerplay Rewards vs Power Expansion

With the news that some merit earning methods being suspended again. I think there is an overlooked issue with powerplay that needs addressing.
PS: I know this suspension is about fixing exploits too, which is obviously a needed fix. But this post will focus on something else.

To me it seems like there exists 2 popular approaches to powerplay in the games community.
1 - The people who pledge to a power and participate in PP mainly because they like the playstyle it promotes, the character of the power themselves, or to engage in galactic conflict with other powers and expand their powers territory.
2- The people who participate to get the rewards they find most lucrative and useful, such as credits bonuses or powerplay modules.

Some people may like both approaches to powerplay and grind their way to rewards in the way that benefits their power the most. But many people lean heavily towards only one approach. The people who participate in powerplay to support their power may not worry too much about the rewards, and the people who participate only for the rewards may not care about strengthening the power they pledged to.

Now these approaches also impact the approach to actively grinding merits.

With most merit gaining methods being quite slow, especially for the casual players, it only makes sense that some players who follow approach 2 would want to gain as much merits as fast as possible to get their hands on powerplay bonuses and modules.

On the other hand some of the players who follow approach 1 will want to do the activities that will allow them to acquire/reinforce/undermine systems as fast as possible to expand their own power's influence as much as possible.

Now here's the obvious outcome: Both of these player groups will be doing the same activities for different reasons and affect each others experience.

This will impact followers of approach 1 especially hard, as we see on the forums in the last few days many people have been calling for immediate nerfs to many merit farming methods, whether they include exploits or not, because the rate at which other powers gain merits affects their own experience. Which is definitely fair, losing a system you worked hard to acquire to an unfair "merit farming seesaw" that leaned heavily towards the undermining side would be very frustrating.

But the people who are following approach 2 do not intend for this to happen, they just want to get shiny modules and helpful bonuses. So the call for nerfs from the other side, while they're struggling to make reasonable progress with the time they spend on grinding, feels outrageous and crushing.

To me, this does not look like a good balance. The system, in its current state, is dividing the playerbase. Because they want different things from the same system.

And right now, after talking about all this... it seems like there's an solution that would make both sides happy.

Separate the rewards one will get from their power, from the expansion progress for that power.
  • Implement a new way to get powerplay modules, payout bonuses, discounts for services etc and somewhat separate it from what you have to do to move the acquisiton/reinforcement/undermining progress bar.
  • Make it so the payout bonuses you gain from ranking up do not increase the rate at which you do acquisition/reinforcement/undermining (this makes no sense anyway, why would a higher ranking player contribute more than a lower ranking one for doing the exact same thing)
Methods of implementing this could be:
  • An on/off switch making your merits go to either ranking up or moving the progress bar on a system
  • Special missions you have to do to that give you more rank progress but not as much expansion progress
  • Diminishing returns on expansion for repeatedly doing the same thing, but constant rewards for ranking up.
  • Getting powerplay modules not by ranking up, but by doing something else like blowing up power ships that have that module as their first module, "sneaking" into opposing power settlements or stations and stealing them, or some other special mission or task.
These are what come to my mind right now, but there are many ways this could be done. My views are biased towards approach 2 right now because I want to unlock new possibilities for my ships, but I do want to participate in powerplay for the sake of powerplay as well. It feels like an update like this could majorly benefit both parties.

Let me know what you think. Hopefully, this will get some traction and we can discuss about the future of Powerplay and Elite Dangerous in a productive manner without diminishing the topic to just nerfs
 
This is a lot of work to do. We're talking about weeks of coding and creating new elements of UI at least. There is a much simpler and faster solution to this problem and it was stupid to not implement this from day 1.

Just remove ALL PP modules from rewards and make them available to any faction from start without any ranks. There, problem solved and almost half of player base will disappear from PP metagame all at once. Only the most devoted to their power will stay in this metagame to the end.
 
This is a lot of work to do. We're talking about weeks of coding and creating new elements of UI at least. There is a much simpler and faster solution to this problem and it was stupid to not implement this from day 1.

Just remove ALL PP modules from rewards and make them available to any faction from start without any ranks. There, problem solved and almost half of player base will disappear from PP metagame all at once. Only the most devoted to their power will stay in this metagame to the end.

Bingo. Frontier didn't do that, as the carrot for the powerplay stick, are the modules. And now they are overreacting because cmdrs are speed running the obtaining of.

The great irony here, is that something with promise is now so heavily compromised by Frontier overreacting that absolutely the only people engaging with it in the future, will be those who want to do the BGS thing (or want to fight in open). It's highly probable that it'll end up fairly static as the amounts required to flip systems or hold aren't achievable without that carrot keeping people engaged.

Frontier is rapidly burning good faith and trust, trying to put the genie back in the bottle.
 
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This is a lot of work to do. We're talking about weeks of coding and creating new elements of UI at least. There is a much simpler and faster solution to this problem and it was stupid to not implement this from day 1.

Just remove ALL PP modules from rewards and make them available to any faction from start without any ranks. There, problem solved and almost half of player base will disappear from PP metagame all at once. Only the most devoted to their power will stay in this metagame to the end.
I wouldn't say no to what you propose but I doubt they will do that. I just wanted to propose some solutions that could align with their visions of what powerplay should be.

About the amount of work some of my proposals would require, yes I am aware some of these would require spending a not insignificant amount of effort. But depending on the quality of the codebase (proper abstractions, automated testing etc) the on/off switch at least could be relatively easy to implement. Disabling expansion progress gain in PGs and Solo play may be possible too, which is a suggestion I've been hearing a lot as well. It just depends on the perspective they had while developing and what they expected to change / not change in the future.

And about the proposals that really would take weeks to complete, Powerplay 2.0 will not be stable for weeks to come anyway at this rate. Why not take the time to develop the system in a better direction instead of standing on this hill that is "nerf everything to the ground and watch your players lose interest in this aspect of the game you've been promoting for months."

Bingo. Frontier didn't do that, as the carrot for the powerplay stick, are the modules. And now they are overreacting because cmdrs are speed running the obtaining of.

The great irony here, is that something with promise is now so heavily compromised by Frontier overreacting that absolutely the only people engaging with it in the future, will be those who want to do the BGS thing (or want to fight in open). It's highly probable that it'll end up fairly static as the amounts required to flip systems or hold aren't achievable without that carrot keeping people engaged.

Frontier is rapidly burning good faith and trust, trying to put the genie back in the bottle.

I agree. It's very bizarre that they massively improve the huge grind that is engineering, and then a few months later go ahead and bring another extremely grindy process to the mechanic they were trying to overhaul (Powerplay 2.0, ofc). Not only that but they also proceed to nerf every decent-ish method of making progress within that mechanic.
 
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They're not finished balancing yet, don't burn the house down just yet.

Going back to the original point, I think you underestimate how much more dangerous some obsessive players playing for territory are compared to the merit grinders (who may earn silly amounts of merits but not in as much a way directed at strategic goals).
 
Which is definitely fair, losing a system you worked hard to acquire to an unfair "merit farming seesaw" that leaned heavily towards the undermining side would be very frustrating.
Something to note here, though: the same effect on the other side - a lot of personal merit grinding which happens to fortify a bunch of your systems, maybe even ones the other powers were trying to undermine - would get (has had!) very few complaints despite being just as big a problem for big-picture Power balance

There's a definite tendency for players to view 1000000 undermining merits against them as "worse" than 1000000 fortifying merits for their enemy and Frontier will I think have to be very careful not to give players what they say they want: reinforcement easy, undermining harder, everyone in the long term gets impenetrable walls of Strongholds facing each other and calls it a draw. Reinforcement already has the advantage that you're working in home space, you get your rank bonuses applied where relevant, you're mostly doing things which are legal and also pay credits, a lot of the activities are passive-ish ones that people not deliberately even Powerplaying will do.

Yes, it can be frustrating to lose a system you worked hard to acquire or defend (everyone prefers to win!) - but it's also instructive how undermining exploits (data ports) and misbalances (SLFs) get heavily criticised for being allowed to exist at all or any delay in fixing them ... but fortifying exploits (escape hatches, tourist beacons) or misbalances (rares, exploration) just get complaints that Frontier is nerfing too much stuff if they get sorted out.
 
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