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Ahoy Crew!

Straight to the point: Trailblazers is the hit of the moment. As powerplayers, we are a little envious... not so much for the reduced attendace on our side, since we are aware that some activities are and will remain "niche", but because the "work in progress" is actually "in progress". A situation very different from the state of PP2, waiting weeks for the resumption of the "work in progress".

A Short Blanket

Regardless of this evidence, the fact remains that the structure of the game is extremely fragile. The need to suspend activities (like it happened for Colonisation) and bugs that repeat themselves, or that appear (even where everything worked fine before) are just the symptoms of this problem. Just a few days ago this other annoying inconvenience was reported on the forum... we don't know if it was wanted or not, but we hope it will be fixed as soon as possible, since some modules and those who use a lot of shortcuts are particularly affected. Y'all know what it is! The blanket is short... either you take it to grandma to have it lengthened, or you have to buy a new one.

Last (yesterday) Frontier Unlocked stream provided some Colonisation [amazing] numbers to be shared with the audience… and, way much more interesting, the details of the incoming (April, 8th) new Gutamaya medium ship Imperial Corsair have been revealed. Besides we don’t know the full specs, what does seem from the internals and hardpoints is that we’re going to have another “better than comp” ships, and very likely somewhat reliable for PvP piracy.

Slow but Not so Much

The Powers have to deal with the manpower absorbed by Colonisation activities and this is affecting acquisitions. No "double-digit" growth numbers therefore for Cycle 21 and almost all the Powers close the Cycle with a positive bottom line… “almost” as there’s only one, the jelly-haired Denton Patreus, with a stunning -5 negative balance. Slowing down does not mean calm, however: it is just that efforts inevitably concentrate where the frontlines are most congested.
  1. A. Duval +4
  2. A.L. Duval +4
  3. Delaine +4
  4. Winters +4
  5. Torval +4
  6. Li Yong-Rui +3
  7. Archer +3
  8. Antal +3
  9. Kaine +3
  10. Mahon +1
  11. Grom +1
  12. Patreus -5
Is it Over?

The disputes (= contested systems in our gameplay) within the Pax Imperatoria seem to have settled down for the Cycle 21... although in Nungar an article appeared on Weitz Vision Herald titled that "an unknown number of combat ships from the two Duval families" are fighting for control the system. This was later confirmed by a statement from the Dark Matter Corporation, headquartered in Nungar, as the faction has had to suspend all research activities due to the ongoing hostilities. The conflict is close to a tie, but the young blue-haired Aisling is still holding a slight advantage over donna Arissa.

Elsewhere, the empress Duval did win a couple of systems against the techno-nerd Yong-Rui, as she was leading earlier in the small colony Ngurui whilst launched a last minute effort for the Exiled Marlinist Assembly controlled Kachiri, where the outcome of the conflict was instead more uncertain.

Don't Thread on the Auntie

The Federation was somewhat busy in the small system of LP 790-29, where the barman Archer gained control leaving auntie Winters behind. There are (at least for now) no official statements, although probably a diplomatic solution was found. The shadow president Jerome then had to take a defeat in Tofana (an industrial system controlled by Chimera), one of the most active contested of the Cycle and where the bald Antal's forces prevailed.

The rich agricultural system of Barillian saw instead the auntie Winters' agents, based in the Lulua stronghold, confront the imperial forces belonging to princess Duval. Between the two sides, separated by a handful of CPs until the last moent, the wise Felicia took the victory. So it's over for those six hundred millions of Barillians, who (finally) gain a bit of tranquility and peace, after years of instability in the system caused by the presence of a group of rogues (The Sons of Ragnarok), now exiled or imprisoned.

Some fun then happened in Barathaona (granny Torval’s stronghold) where Empire and Federation wings featured some fun and organic PvP [can we sign up if that’s going to be a weekly event?].

The Misterious Case of NLTT 57668

We are not sure how to define what is happening in the small system NLTT 57668: although it is still controlled by the First Imperial Fleet, during the previous Cycle it had suffered a heavy media attack that had led to the disbandment jelly Patreus' envoys office. Among the material leaked and released there were documents regarding imperial slaves smuggling, fake photos of princess Aisling and evidence of subversive activity against the Empire (it seems that several gallons of rose-scented Duval’s bathwater were stolen).

And so what happened last week? ...a quick change of chairs, perhaps already agreed to avoid further slander, with some Grom’s figureheads.

Let’s see what’s next then!

This is also the only one Cycle acquisition for Grom (according to our records), besides there has been a +10 increase on his fortified systems total.

The King and the Pirates

The Cycle closed with a positive balance with +4 acquisitions, two contested against the bear Grom, one of which was particularly challenging: Pamequi. This industrial system, controlled by TerraLight Industries (a Federation sponsored conglomerate) had long been the desire of some Yuri’s subversionists.

Thanks to the support of pledges and allied squadrons grinding CPs in the [working] powerplay conflict zones, the situation that saw the bear Grom in a significant advantage, was turned over to Delaine. It was almost opposite (with the King of Pirates ahead and Grom's forces attempting a hookup) at 114 G. Aquilae, where strong ties with Harma had already been established for the supply of both slaves and rare, high-quality alcohol used for the production of the famous Silver Rum.

Not far from out territories, the blue-haired Duval took the small refinery system Chacahua.

It was also a challenging Cycle for our reinforcers (well, a crazy bunch of smugglers like CMDR Jack Dowd, CMDR ShagohodRed, CMDR Aspet, CMDR Benito Stone, CMDR Angelfire86 and our brave swabbie CMDR Tombcrow), the containment of undermining attempts was successful at LO Pegasi (acquired last Cycle) and mitigated the damage to Albardhas and the Huichi stronghold. An attack on the fortified of BD+15 4829 was also repelled... and further efforts allowed the Crew to add +3 fortified systems for the Cycle. We assessed all priorities and the order was constantly updated, but at the end some systems (despite being under attack) were skipped. For the latter, such as HIP 97704, Allobog, Path and Chang Kuo Lao, we have already planned further containment.

Gone too long this time (mouthy pirates here!)... don’t miss the Don't Judge A Book By Its Cover by Kumo Crew quartermaster CMDR Predicted Cy. YARRR!!!

For the next Cycle 22, REINFORCEMENT targets have been scheduled and ready to be shared as soon as possible… no need to remark that the strengthening of Delaine’s frontlines remains the top priority until a substantial number of resilient fortified systems has been reached. Stay tuned on Tortuga Radio Frequencies for the incoming updates!!!

FOR THE ARCHON!!!

Source:
Source: https://www.reddit.com/r/kumocrew/comments/1jlbcjc/cycle_21_fragilisation/
 
Is Trailblazers benefitting the Archon at all ? (ie. uninhabited systems opening up for plunder ☠️)
 
Is Trailblazers benefitting the Archon at all ? (ie. uninhabited systems opening up for plunder ☠️)
I agree with Mel. The process of making systems worthwhile for powerplay is long and time consuming and complicated so far. Requiring a lot of effort. Eventually systems can become new systems but overall impact on powerplay I think will be minimal. The colonization is more for the joy of the game and building something unique, customized with your own or your group’s contribution. For me it is symbolic and just for fun. Something to call your own. I believe that is the purpose behind it. Powers are better off putting more energy into Powerplay activities though if they want to gain ground as opposed to Colonization efforts but as long as people are having fun and as long as people are hauling. Also, More prizes for pirates to steal yarrr!
 
Does anyone know if the system value in Powerplay (based on infrastructure and population) is actually in PP2? Because if its not (as in, a powers rank is based purely on number of systems) then all this system development is actually pointless and another missed opportunity.
 
Does anyone know if the system value in Powerplay (based on infrastructure and population) is actually in PP2? Because if its not (as in, a powers rank is based purely on number of systems) then all this system development is actually pointless and another missed opportunity.
The development is to make it easy to acquire, reinforce, and harder to undermine, preferably also giving advantages to acquire other systems from if it becomes fortified. So far all that's in-game is number for the rankings. Population is there on Inara but it doesn't change the rankings much except for flooring Kaine because they had to be inserted outside of high population areas and have a much smaller population (about 8% of Mahon's last I checked).
 
The development is to make it easy to acquire, reinforce, and harder to undermine, preferably also giving advantages to acquire other systems from if it becomes fortified. So far all that's in-game is number for the rankings. Population is there on Inara but it doesn't change the rankings much except for flooring Kaine because they had to be inserted outside of high population areas and have a much smaller population (about 8% of Mahon's last I checked).
Does seem FD changed the scope of this value which I can see both sides for (given a number of powers exist in poverty space). In the second PP2 livestream systems with 'more' in them also fed into the galactic standing (and was inferred it would drive fights over better systems) and it seems this is left out.
 
Does seem FD changed the scope of this value which I can see both sides for (given a number of powers exist in poverty space). In the second PP2 livestream systems with 'more' in them also fed into the galactic standing (and was inferred it would drive fights over better systems) and it seems this is left out.
Yes I was disappointed that they elided that from the release altogether. Anything deeper has been left to the community - Ian D and the rest of us - to decide. As it goes, things emerge that are to do with stability, security and potential, that decide the value of a system.
 
Does seem FD changed the scope of this value which I can see both sides for (given a number of powers exist in poverty space). In the second PP2 livestream systems with 'more' in them also fed into the galactic standing (and was inferred it would drive fights over better systems) and it seems this is left out.
Except for System Strength Penalty - so higher population systems are harder for an opponent to undermine, but no harder to acquire or reinforce.

So the thing to make them tougher to have fights over remains, while the reason to have those fights (or, really, any fights) has gone.
 
Except for System Strength Penalty - so higher population systems are harder for an opponent to undermine, but no harder to acquire or reinforce.

So the thing to make them tougher to have fights over remains, while the reason to have those fights (or, really, any fights) has gone.
Its really quite an oversight that FD should plug, given TrailB improves systems and would allow other ways to score points.

Plus I'd really love extra fidelity (similar to the BGS I suppose) where happiness of that system feeds into population- so a large unhappy population is slow to become unhappy but also slow to get happy (and that happiness feeding into UM values)
 
Does anyone know if the system value in Powerplay (based on infrastructure and population) is actually in PP2? Because if its not (as in, a powers rank is based purely on number of systems) then all this system development is actually pointless and another missed opportunity.
A system like that based on population would massively hurt Kumo and also shoot Torval up to like 8th place (higher than Kaine, Winters, Kumo and Antal). Torval has a population of almost 400 billion in 460 systems, whilst Delaine has a population of 190 billion in 624 systems (2nd lowest in front of Kaine). I would sort of like a system like that as it rewards fighting over high quality systems.
 
A system like that based on population would massively hurt Kumo and also shoot Torval up to like 8th place (higher than Kaine, Winters, Kumo and Antal). Torval has a population of almost 400 billion in 460 systems, whilst Delaine has a population of 190 billion in 624 systems (2nd lowest in front of Kaine). I would sort of like a system like that as it rewards fighting over high quality systems.
Yup, we always suffered low pop in PP1 because of the government fav/unfav triggers... some bubbles in particular used to be tremendously "volatile" even by random traffic and for that reason we did inject as many as possible fav factions across the territories, filling gaps and kicking out the unfav ones (and anarchies).
 
A system like that based on population would massively hurt Kumo and also shoot Torval up to like 8th place (higher than Kaine, Winters, Kumo and Antal). Torval has a population of almost 400 billion in 460 systems, whilst Delaine has a population of 190 billion in 624 systems (2nd lowest in front of Kaine). I would sort of like a system like that as it rewards fighting over high quality systems.
Thats why I qualified my answer with why I could see pros and cons to it.

However, like I also said I'd like to see population as a double edged sword with some sort of happiness like mechanic, where large powers have to keep locals happy otherwise the threshold for UM changes. I imagined this as a global power total rather than being super local (a bit like overhead in PP1).

One of my bugbears is that large powers will remain large through inertia, and that what the devs thought would happen (large powers equals greater surface area for attack) is not really burdensome enough...hence why making having thousands of systems actually be a potential ticking time bomb if the power lets it slide or powers destabilise enough systems (i.e. terrorise them into unhappiness) to soften up border areas.
 
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and that what the devs thought would happen (large powers equals greater surface area for attack) is not really burdensome enough
It would have been entirely sufficient, I think, if they'd not made undermining so deliberate and unrewarding on a personal level.

Consider the CG a few weeks back at an LYR system. Lots of people passing through the system and doing stuff, lots of them pledged, can probably assume 90%+ plus not pledged to LYR. Result: the system gets instantly reinforced all the way to Stronghold with barely any undermining points filed at all.

As a minimum set of fixes
- undermining would need to be at least as easy to do "while doing other things entirely" as reinforcement (so bounties, high-value trades, exploration data and ship scans at the very least need to start counting as undermining actions too, and rares if they ever re-enable them)
- System Strength Penalty should be stepped down a level (so "Moderate" is the one where undermining and reinforcement are even, while "Standard" lets undermining happen faster than reinforcement for the same action, so undermining becomes the meta-grind location for ranking up)
- probably introduce some sort of strategic bonus to make undermining a faster way to gain systems (undermine an exploited system, it instantly switches to you if it's in range; undermine a fortified system that's not supported by anything else and it also instantly switches to you and takes all its sole-supported exploited systems with it) so that it's not just passing traffic doing the work

That still feels too large a set of fixes with a substantial amount of balance monitoring needed and inevitable complaints from whichever set of powers felt disadvantaged that month; it'd probably be simpler (and more popular?) to remove undermining as a player action entirely (this is a peaceful competition for peaceful turtles) and just drain all systems by N merits a week passively so that reinforcement still has a purpose.
 
It would have been entirely sufficient, I think, if they'd not made undermining so deliberate and unrewarding on a personal level.

Consider the CG a few weeks back at an LYR system. Lots of people passing through the system and doing stuff, lots of them pledged, can probably assume 90%+ plus not pledged to LYR. Result: the system gets instantly reinforced all the way to Stronghold with barely any undermining points filed at all.

As a minimum set of fixes
- undermining would need to be at least as easy to do "while doing other things entirely" as reinforcement (so bounties, high-value trades, exploration data and ship scans at the very least need to start counting as undermining actions too, and rares if they ever re-enable them)
- System Strength Penalty should be stepped down a level (so "Moderate" is the one where undermining and reinforcement are even, while "Standard" lets undermining happen faster than reinforcement for the same action, so undermining becomes the meta-grind location for ranking up)
- probably introduce some sort of strategic bonus to make undermining a faster way to gain systems (undermine an exploited system, it instantly switches to you if it's in range; undermine a fortified system that's not supported by anything else and it also instantly switches to you and takes all its sole-supported exploited systems with it) so that it's not just passing traffic doing the work

That still feels too large a set of fixes with a substantial amount of balance monitoring needed and inevitable complaints from whichever set of powers felt disadvantaged that month; it'd probably be simpler (and more popular?) to remove undermining as a player action entirely (this is a peaceful competition for peaceful turtles) and just drain all systems by N merits a week passively so that reinforcement still has a purpose.
Considering its an active participation feature I'd argue making it too passive robs it of meaning. Me personally PP2 would have to come off the fence and make the feature more spiteful- the big question is still why you'd want to be number 1. For me this should be in the form of 123 bonuses like before (as in the 1/2/3 powers gain some extra bonus) and that other powers have bounty bonuses for attacking the top 3 (maybe scaling down as you go down the ranking).

The big mistake is making PP2 fade into the background like the BGS. It needs to be evil and have an edge to it.
 
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