Greetings Commanders,
We have added an additional tier to the active Community Goals to allow for more Commanders to earn the rewards.
With Winter's victory seemingly within reach, supporters of Grom may not be taking things lying down - Conflict Zones have erupted throughout LP 855-34!
Please note: We have applied a speculative solution to an issue involving Powerplay Conflict Zones with this update. If you continue to experience issues with Powerplay Conflict Zones please report them on our Issue Tracker and let us know in this thread.
Hi Paul,
First off, well done to you and the team for the recent colonisation update, and now this adjustment. I know the colonisation system is a headache but the communication and update is a step in the right direction, so well done!
Some honest feedback about powerplay...
It is boring.
From my limited view of what other players are doing it seems the meta is either rares trading, or downloading data at surface ports. Neither of those activities are - imho - in the spirit of Elite: Dangerous; rares trading is a good addition, but it feels like none of the other powerplay tasks are enjoyable or aren't free of bugs (holoscreen hacking for example only works half of the time - with some limpets flying away from the holoscreen and not attaching) data ports at surfaces bring with them all the odyssey problems. Sorry but on foot stuff in general is again simply boring and copy paste each time (I haven't recently tried the data ports but I'm sure the download time hasn't been changed and is far too long)
But what I really want to talk about in terms of powerplay is the in-space aspect:
Since powerplay 2.0 released I have flown to a lot of power wreckage signal sources, power convoy signal sources, and a few other types I forget the names of.
I once had a really great experience; I flew to a wreckage signal source (threat 2), and there were two small enemy ships, we started fighting. Then an enemy anaconda + 2 small ships in it's wing jumped in and joined the combat, I started to feel out-numbered, but then two allied ships jumped in. Long story short it was a really good experience - a close fight and not one-sided, but an incredibly rare one, as ever since, I have only ever seen 1 or 2 small ships at wreckage signal sources no matter the threat level.
Today after seeing details of the update, I thought I'd give signal sources another go. It was another boring experience.
Not only were there only small ships at wreckage signal sources (regardless of the threat level). But at some signal sources there were no ships at all.
Another problem I've noticed all along, is that enemy powerplay ships seem to have extra armour HP. So a powerplay viper III takes as many shots as an elite anaconda pirate (for example when you take a source and return mission and you get a notification of enemies inbound). I also noticed this same HP issue at powerplay combat zones.
I'm not against the extra HP for power play ships, but the problem then adds to the fly-away / run-away issue. If I interdict powerplay ships (even if they're elite FDLs) they try to high-wake asap. In wreckage signal sources or powerplay CZs they do the same as soon as their hull goes below 50%
In powerplay 1 this wasn't an issue; if you interdicted enemy ships, they would fight you, and it would often be a good fight - t9 with a fighter hanger and a wing - they'd fight you.
So why I say it's boring is because everything either flies away or is a small tanky ship that will also fly away.
I recall the initial ideas right before powerplay 2 came out that it would be open only and flying in enemy territory would be a hard time, and I know that would be a lot of work for the team to achieve, and I'm sure we can all live without that for the time being. But I also recall a time when assassination missions / takedown pirate x missions were different - the enemy pilots in the pirate's wing wouldn't attack you at the same time - and then it changed and now the whole wing attacks you at the same time. That was a great addition, so I'm optimistic that you and the team will be able to make in-space powerplay combat more of an Elite: Dangerous thing rather than a competent / high-wake away thing