Elite Dangerous | Powerplay 2.0 Questions and Answers

Power security - already had a chinwag with Rubbernuke about this one. My suspicion is this will turn the more casual player off PP as it will cause a headache if you ever enter other power territory even if not doing PP stuff.
My thought as well. Makes me (as a casual player) glad I already did the grind and bought all the prismatics (the only PP module I really care about) I am going to ever need.
 
Yeah the being attacked by hostile powers as we all move about the bubble will be interesting. The faq doc does say in 'controlled' systems only, but I never check that. Guess we will have to wait and see how being a 'filthy casual' in pp2.0 vs pp1.0 works. I only module shopped in pp1.0 and I stayed pledged to mommy duval for the extra 20, 30, or 40% bonus to combat bonds with her. The "Hostile" powers thing never mattered, it appears it might going forward
 
The real important question is... will Rubbernuke be happy with PowerPlay 2.0?
Mostly, yes. So far it feels an evolved fusion of BGS and PP, essentially making PP a more active top layer of the BGS. There is a new power, new PP clubhouses and other bits (USS POIs), new / redefined NPCs etc. The reward structure is better, and I like the ongoing 'care package', we have visual impacts on on foot areas- there is a lot to be happy about. The UI looks nice, and everything looks clear and sensible- after all FD have the largely successful Thargoid war engine and nearly eight years of BGS updates and features to be able to use.

Slight disappointments are PP modules not being rebalanced (so you still have useless or near useless ones), hopefully Kaine will have an old school PP portrait (and not be a ghastly mix of old and new styles), and we will have to see how good 'new' PP NPCs are- hopefully not cannon fodder c 2015.

Hopefully too FD will mirror the copious Thargoid point updates to adjust and tighten / rebalance and not drop V2 like V1.
 
Some of the questions have been changed, and this is causing me some confusion.

In regards to being able to remove power play from a system, the question has been changed to "capital systems" specifically. This specifically states that they cant be removed from capital systems.

So what about regular systems? Could we make a system independent from any power play faction if we so chose? Or must they always be under powerplay?
 
Power security - already had a chinwag with Rubbernuke about this one. My suspicion is this will turn the more casual player off PP as it will cause a headache if you ever enter other power territory even if not doing PP stuff.

I saw continuously newbies had ask 'what does mean tags of Hostile or Enemy?'. Casual players are not baby. On contrary, many users might have expected true meaning of 'Hostile or Enemy' like many other games.
 
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So what about regular systems? Could we make a system independent from any power play faction if we so chose? Or must they always be under powerplay?
To remove a power you have to beat a power back from stronghold / fortified all the way down to unoccupied (as in Power occupied). I'm assuming as well, because only pledges can influence Powers, you'll have to pledge to do it so your actions count.
 
I saw continuously newbies had ask 'what does mean tags of Hostile or Enemy?'. Casual players are not baby. On contrary, many users might have expected true meaning of 'Hostile or Enemy' like many other games.

Never said casuals were babies. Just about preferred play styles and tolerance for annoyance.
 
I really have no issue with extra PP patrols coming at me near stations, i have ships that should be able to cope with any NPCs, im just worried about new folks getting into PP put off by the extra hassle if they end up doing CGs in opposition territory at some point.

Luckily no Open Only, that was a red line for me, seems like my PP experience will continue for a while.

O7
 
Looking at what we know so far, i'm not impressed. Its PP1 with some minor changes.
Is that unexpected?

Making it a little simpler, a little more intuitive, a little more accessible, a little easier to mess with - it's a positive move.

Goodness knows it'd be exciting to see them accomplish a full re-imagining of the game in Rubbernuke's vision, but... taking a realistic view on things, this is about as what should have been expected. It's more just that it's late in coming, I reckon.

I've been kinda-sorta wanting to try being involved with Powerplay for years, but haven't, because of the time commitment (and I keep running into surprisingly large time-investing games on my gamer backlog lately, like Loop Hero of all things, kicking my butt for the last week). These changes sounds like they might make it easier for me to have some fun doing so. (And if I do get the Elite itch again, I need something to do until that new ship is accessible for everyone...first time in a while I've been tempted at an IRL expenditure for ingame goodies)
 
Will there be new types of offensive and defensive CZs for combat pilots?

Before someone gripes, yes, I imagine that those CZ may be worth more in open. But without a team, PvP would be assymetric, boring ganks or running away at the first sign of players... See how EVE faction war turned out.

A huge problem for me is running Intel and Fortify cargo is boring AF. Hunting random faction enemies atm is also a PITA. Please tell me we are getting offensive/defensive CZs...
 
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Bit of a sad moment for me to be honest. The announcement ruined my birthday, which happened to coincide with my marriage anniversary, and my Goldfish's Bat Mitzvah

Grim day in the HaulerMan family homestead all round.
PP 2.0 would fail harder if it was open only. Wings of 4 players hunting other players in CZ, not doing the CZ just looking to gank... and lone players just hitting jump the moment they notice you nearby. They'll be ling gone before those elite pvpers land. Real fights would be rare.

Like this is common in setups like folks imagine. FDev have a hard balancing act. I applaud them taking it on. I would love to have a new more mercenary/privateer style combat mechanic.

Only way to resolve this would be to cap players allowed in the CZ, which EVE had to do - cap size AND number of ships. Force duesl
 
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Open only - "Not at launch" is FD speak for probably never.

That's a shame, because so many players want that. They should add objectives that are for open-only pilots with higher rewards. That wouldn't affect other players who can play as usual.

Looking at what we know so far, i'm not impressed. Its PP1 with some minor changes. Yes, it will stop module shopping. Yes, you can now do more things to help your power, but the big picture is still the same. Powers will expand to the point where they can maintain what they've got but end up running to stay in the same place.

Will it attract more players to PP?

Imo they should empower player-made minor factions (guilds).

Will the Powers have new artwork? Better would be 3D models.
 
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