They seem to, or at least I haven't seen any cases where they mismatch yet.I have a question: Do merit points equal control score points over a system?
(And yes, the rates achievable with different activities are all over the place)
They seem to, or at least I haven't seen any cases where they mismatch yet.I have a question: Do merit points equal control score points over a system?
I am struggling to understand the cargo commodities now in light of that. You can only collect one load of something like 25. Those provide exactly 25 merits. If that is the case I don't even understand the inclusion of the mechanic? There is no possible way that would an activity any rational person would engage in.They seem to, or at least I haven't seen any cases where they mismatch yet.
(And yes, the rates achievable with different activities are all over the place)
I do wonder how soon we will get a point update (or server side tweak) because it really is the wild west right nowactivities are all over the place
As exobiology or "science" related things activities, handling of Guardian Relics to Stronghold, handling of Titan's materials, Thargoid samples, pilots federation bonds...Unless you only want a very specific two of them you're always going to be quicker sticking with one power (78000 merits gets you all 12) rather than switching powers (24000 merits gets you one at a time) and certain merit sources are easier to use at higher ranks.
The presence of Thargoids in a system kicks out any Power immediately (not that anyone is particularly trying to expand to the border near Cocijo right now), and it's designed so that you can't do activity in one system and "claim" it in another, so it's tricky to see how AX could be integrated in that sense.
True - though colonisation within/near the bubble could be useful sometimes to get an extra system in a convenient place. Almost certainly too fiddly to actually bother with in most cases.Did the devs say anything about tying in colonization with Powerplay, or is that just speculation? I don't remember hearing anything to that effect.
A large part (perhaps the majority?) of players I've heard speak about colonization were glad that anything outside the bubble would be free from the powers, what with the expansion being 20 ly per week.
It's more merits per tonne than "flood with low value goods" (and I think more than "sell high value", too) and I think the size of the load you can collect increases with rank (so it might be rather more effective at higher ranks).I am struggling to understand the cargo commodities now in light of that. You can only collect one load of something like 25. Those provide exactly 25 merits. If that is the case I don't even understand the inclusion of the mechanic? There is no possible way that would an activity any rational person would engage in.
Did the devs say anything about tying in colonization with Powerplay, or is that just speculation? I don't remember hearing anything to that effect.
A large part (perhaps the majority?) of players I've heard speak about colonization were glad that anything outside the bubble would be free from the powers, what with the expansion being 20 ly per week.
Objection. I've been playing Elite Dangerous since 2014 and I'm happy that there is a development. Even if not everything works straight away. It will work out. There were certainly moments like the exology bug that worked one weekend. No envy. It's nice that some people were able to use it.It might be whining to you, but not everyone has an equal amount of time to dedicate to some mind-numbing grind. I won't disagree that it's a game of patience, and people with a larger number of hours to invest are rewarded accordingly. But that is not the majority of the player base, although a game of this genre and scope generally does attract people who have more time to spare. It's impossible to please everyone, but systems like this truly reward only the top 1% or less of players, who put in all that time.
Or leave rare traiding alone and bring other activities in line with itI would like see merits for rare trading lowered BUT add new activity for all powers allowing sell of few special commodities that can be gained only by pirating/corsairing NPC trade ships or as mission reward. With such proof of work there is a reason why get a lot of merits as reward.
I would like see merits for rare trading lowered BUT add new activity for all powers allowing sell of few special commodities that can be gained only by pirating/corsairing NPC trade ships or as mission reward. With such proof of work there is a reason why get a lot of merits as reward.
The presence of Thargoids in a system kicks out any Power immediately (not that anyone is particularly trying to expand to the border near Cocijo right now), and it's designed so that you can't do activity in one system and "claim" it in another, so it's tricky to see how AX could be integrated in that sense.
It'd require clearing out the raid if they wanted the system back, certainly. On the other hand, having lost the system's controlled status, it'd be quicker to reinforce a neighbouring system back up to the same sort of strength. Other than the HQ systems (where a Thargoid attack would have to be all 11 at once, and even then some powers would take that a lot worse than others) losing a few systems here or there to Thargoid attacks would just be one of those things in most cases.A major Thargoid raid on a major PP system would do it, break the PP Power hands off policy on Thargoid incursions.
I think from what I've seen that the banner switches at the stations are representative of the current tug-of-war in the system, but that doesn't necessarily mean that the undermining was done by hacking the banners directly.I've had to change back the banner in my station several times, as apparently there are other operatives in system who are looking to undermine, but I've not found nor seen them do it yet. I suspect it is the BGS but can not be certain of this, anyhow 21 merits for switching it back each time I fly home, if it has been changed, and it would seem that the switch back holds longer after a few occurrences.
Right yes, I was thinking this likely the case that it be the game, I'm keeping an eye on it to see if it's possible to work out how to stabilise it, it is always the same faction, so it could well be an indication as to who best to look to undermine locally. Thanks for hi lighting that it could be related to the tug of war, and attacks, I'd not considered that.I think from what I've seen that the banner switches at the stations are representative of the current tug-of-war in the system, but that doesn't necessarily mean that the undermining was done by hacking the banners directly.
The AI is hopeless. When I was scooting about I had a job to get them to even fire at me. And this was in a rubbish thrown together bi weave ship.I shudder a little at the thought of the AI being raised in difficulty
Have you seen that some of the power ships and pirates give bigger merit rewards then? Some are easy to fight, but others are really not, depending on some random dice roll at the start of the encounter I would imagine.The AI is hopeless. When I was scooting about I had a job to get them to even fire at me. And this was in a rubbish thrown together bi weave ship.
What the problem is with PP NPCs is they lack any sort of context outside of USS's and those that do appear are worse than PP 1. There should be much harder NPCs in places like strongholds, and roving engineered NPCs going after high ranked commanders or those who are raking in merits. After all, why would a rival not go after 'the best'?
Otherwise, combat in PP2 is dull farming and territory meaningless for flying about gameplay (in essence just serving the meta strategy layer above it).
In general play outside of USS yes they do. Ranging from 11 to 65. Ironically for me the latter did not shoot back. This was in an exploited system where every drop from SC resulted in an NPC wing.Have you seen that some of the power ships and pirates give bigger merit rewards then? Some are easy to fight, but others are really not, depending on some random dice roll at the start of the encounter I would imagine.
Addendum: I think that power ships with bounties are likely the bets merit earners.
Only 65? I've had some well over 100, not sure of the details as I wasn't really looking for it at the time. I would be great to get a better understanding of which ships give which merits, the where why's and how's. Also fighting some of them really is fun, I had a combat with a viper which turned into an all out turn fight for quite some time, the power play ships having better gear really makes the difference; So he was able to do damage and had shields too, was also I think using the ships boost.In general play outside of USS yes they do. Ranging from 11 to 65. Ironically for me the latter did not shoot back. This was in an exploited system where every drop from SC resulted in an NPC wing.
In fact its this aspect which FD need to remove because its pleasing no-one. Its broken for a start, too easy to farm and seems to appear regardless of context.