Well, for theft too thenI don't "trade" as such, acquiring high value commodities, then selling to the best market, pure profit, which suits me fine.
Being honest, all of the tech provided by powers can be happily lived without.
Perhaps the most useful being Prismatic Shields, useful in some circumstances, but with the drawback of weight, power draw and recharge times making them less attractive for everyday use.
C4 ENFORCER CANNON, THE GOD OF DAKKA IS COMING!!!Come to think about it, why does only Aisling get to provide pp modules of various sizes? Why can't we have smaller/ bigger cytos, pacifiers, packhounds, etc.
Huge cytos, hammers or APAs would be very tasty (and toasty).C4 ENFORCER CANNON, THE GOD OF DAKKA IS COMING!!!
Make II Cytos and you have a turreted laser for free*Just as long as they are (only) available as turreted.
Oh that's a good point, they are far less interesting when you realise that they are limited to specific sizes; I was thinking that cytoscrablers could be got at c2 ...Come to think about it, why does only Aisling get to provide pp modules of various sizes? Why can't we have smaller/ bigger cytos, pacifiers, packhounds, etc.
Never bothered doing PP for any other faction for modules, except the pack hounds, those things are hilarious!I don't "trade" as such, acquiring high value commodities, then selling to the best market, pure profit, which suits me fine.
Being honest, all of the tech provided by powers can be happily lived without.
Perhaps the most useful being Prismatic Shields, useful in some circumstances, but with the drawback of weight, power draw and recharge times making them less attractive for everyday use.
Some modules, in the further design of the game received a change in their basic properties. But this is not considered a bug for some reason.Never bothered doing PP for any other faction for modules, except the pack hounds, those things are hilarious!
O7
I picked up this interesting post on a Reddit thread on PP 2.0. It's beginning to look like there will be a tug-of-war between the centralized management style common in PP 1.0 and what looks like a more free-wheeling style of play in PP 2.0. Very interesting thread to follow overall.
"Power Play 2.0 will see the elimination of the current Consolidation Vote mechanic. The consequence is a Galactic Power NPC's sphere of influence will no longer be decided by a cabal of self-appointed gatekeepers who are empowered - through the Consolidation Vote - to invalidate the system preparation efforts of other Commanders aligned to the same Galactic Power NPC.
Under PP 2.0 individual ambition, initiative, and effort will be rewarded and affect a GP's sphere of influence, regardless of what the tyranny of the majority thinks. "
source: Source: https://www.reddit.com/r/EliteDangerous/comments/1fu26g0/comment/lpwvln8/
main thread :
What's with all the hate around Ascendency and Powerplay 2.0?
Source: https://www.reddit.com/r/EliteDangerous/comments/1fu26g0/whats_with_all_the_hate_around_ascendency_and/?sort=old
The centralised management style was never intentional by Frontier, they just messed up the balancing so badly that it became essential to any power wishing to survive. I'm sure there are some people who'll miss that but I don't expect many.I picked up this interesting post on a Reddit thread on PP 2.0. It's beginning to look like there will be a tug-of-war between the centralized management style common in PP 1.0 and what looks like a more free-wheeling style of play in PP 2.0.
This is why I hope V2 makes attack easier to destabilize entrenched powers. Your shield in V1 was maths, and that the connection between losing a system and how to do it was very abstracted. V2 thankfully makes understanding whats going on easy- systems drop directly based on effort.The centralised management style was never intentional by Frontier, they just messed up the balancing so badly that it became essential to any power wishing to survive. I'm sure there are some people who'll miss that but I don't expect many.
My suspicion was that the original intent was that the main constraint on the size of a Power would be other people attacking it and preventing its expansions. What actually happened was the first exhibit of players' collective extreme loss-aversion, so everyone focused on their own growth first; the bubble was too large for just ten powers to end up having to fight early to expand; the first thing that put an actual constraint on expansion was the then uncapped overheads limit, presumably originally intended as a brake on a larger power rather than something expected to be hit.
That it ended up being much easier to harm the power you signed up to than to attack anyone else was the key flaw of the whole system. (The people who did it deliberately certainly weren't popular, but accidentally was bad enough) It's the elimination of that in PP2 that means centralised control is no longer required.
V1 was supposed to be 'benign majority rule' where it was assumed players would always pick the best move. ...
V2 will allow 'individual ambition, initiative, and effort' but in the end it will still require people to be guided to places to focus effort. The difference is rival expansions won't screw up others.
Not really. CC does not exist in V2, meaning all expansions are 'good' and that everything is based on effort to expand.Is there a possibility of "subtle" 5th Column action where a pledged player can work against the interests of the pledgee by pushing expansions that ultimately weaken the power's position?
That's true but then we have leaderships and leaderships.I picked up this interesting post on a Reddit thread on PP 2.0. It's beginning to look like there will be a tug-of-war between the centralized management style common in PP 1.0 and what looks like a more free-wheeling style of play in PP 2.0. Very interesting thread to follow overall.
"Power Play 2.0 will see the elimination of the current Consolidation Vote mechanic. The consequence is a Galactic Power NPC's sphere of influence will no longer be decided by a cabal of self-appointed gatekeepers who are empowered - through the Consolidation Vote - to invalidate the system preparation efforts of other Commanders aligned to the same Galactic Power NPC.
Under PP 2.0 individual ambition, initiative, and effort will be rewarded and affect a GP's sphere of influence, regardless of what the tyranny of the majority thinks. "
source: Source: https://www.reddit.com/r/EliteDangerous/comments/1fu26g0/comment/lpwvln8/
main thread :
What's with all the hate around Ascendency and Powerplay 2.0?
Source: https://www.reddit.com/r/EliteDangerous/comments/1fu26g0/whats_with_all_the_hate_around_ascendency_and/?sort=old
all expansions are 'good'
I think that what they mean is that some expansions will be really hard to achieve.Weren't we specifically told that some expansions could be a bridge too far? I seem to remember something about too much expansion weakening the power globally by providing a larger attack surface?
That at least is something which - unlike PP1 - should be easier to adjust after the initial release.The only question is (one I asked but not got an answer for) was how long does it take to shift the UM bar one way or the other. I get this is down to player numbers + effort but if making everything a stronghold is too easy you'll wind up with multiple overlapping influence bubbles that will be hard to shift and will lead to 'attack is too hard' and no-one will do it.
And at that level, you wouldn't need to be aligned to the Power anyway, so that's just an attack rather than 5C.Any 5C would have to be at a BGS level tanking controlling faction influence during phases that require positive BGS work- but even then thats self limiting (for example failing missions drops local rep to the point you are expelled).
There's two separate concepts there, and one implicit assumption which is still to an extent in PP1 thinking.Weren't we specifically told that some expansions could be a bridge too far? I seem to remember something about too much expansion weakening the power globally by providing a larger attack surface?
I don't think this will be the case: considering the current situation there's plenty of bubbles unconnected already, I think that if a "chain" is chopped off at some point the territory will smimply stay as an exclave of that Power.so an overenthusiastic expansion could be cut off by chopping the chain in the middle
This works in a "pure" PvE scenario like the one from Thargoid Wars, Powerplay will be player-driven (as BGS for example) so even a single CMDR will make an impact if he's not countered by another player. But then we will have the new UI that FDev said that will somehow "guide" players where they are needed the most. We'll see about that.Think about the Thargoid War, by analogy.
- if you pick a random Control system at Cocijo and attack it, you'll probably fail (unless you're very good at this!) and the effort will be wasted
- if you'd instead coordinated your attack with other people (at a different system) you would have contributed to that attack succeeding.
- but in the first case, the human fight against the Thargoids still isn't worse off compared with you doing nothing
So you can be ineffective quite easily, but that only means you don't achieve your own goals. You're not stopping other people on your side achieving their goals at the same time.