Elite Dangerous | Powerplay 2.0 Questions and Answers

I was wondering what effect the powers would have on PMFs and the BGS in general, but so far it seems like there is no direct connection, though I suspect that there will be some potential accidental side effects.
The fact that you get merits for just rocking up and shooting settlement guards in the face is going to definitely add some BGS effects.

(it'd be nice if the merits were weighted towards the amount of control the faction has in the system, otherwise I expect people will just hand settlements to a sacrificial lamb at 1% inf in order to not get their bgs messed with that way)
 
The fact that you get merits for just rocking up and shooting settlement guards in the face is going to definitely add some BGS effects.

(it'd be nice if the merits were weighted towards the amount of control the faction has in the system, otherwise I expect people will just hand settlements to a sacrificial lamb at 1% inf in order to not get their bgs messed with that way)
I'm guessing lead factions are going to get pasted by PP guys in strategically important places. For example The King UMs by committing crimes (or is one option), if I'm sending every sec vessel I see to Brabus thats going to effect the BGS.
 
A few, agonising weeks is tolerable. But if I was a streamer testing right now I'd be modules deep in BGS level experiments for PP. Sadly from what I've seen the Mandalay is distracting them from the real work.
Yes, I'm waiting for someone to do a deep dive into PP. I don't really care about the Mandalay until I can fly it. After all it's just another ship.. :)
 
Anyway this is only a small number of bugs, the bulk of the bugs will surface once the game is released to the masses.
I remember the times when Elite could continue to be played after 5 or 6 patches were released, and that was with an open beta server.
 
I watched some footage of the Stronghold fleet. They should increase the number of polygons per ship, because some parts that should be curvaceous are too blocky up-close.

No concourse on the main Stronghold Carrier is disappointing. This should be a cool hangout place for fellow Commanders who are pledged to the same Power.
 
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I'm sorry, I can't translate it and it's coming out kind of weird.

Our partners are not very strong players in spaceship combat and we decided to redesign the NPC game to make them even easier to defeat.

I've personally seen a few partner videos myself and I agree, they don't fight well in space. But that doesn't mean that hundreds of elite pilots are also bad at fighting. Are we going to get light npc's again?
 
I'm sorry, I can't translate it and it's coming out kind of weird.

Our partners are not very strong players in spaceship combat and we decided to redesign the NPC game to make them even easier to defeat.

I've personally seen a few partner videos myself and I agree, they don't fight well in space. But that doesn't mean that hundreds of elite pilots are also bad at fighting. Are we going to get light npc's again?
It just says that there is an issue with NPC balance, it does not say that the NPCs were too strong. It is just as possible that they were too week.
We don’t know it just says they were not balanced correctly.

They also say there was a crash instance I would expect that to be the main reason for the delay

I couldn’t comment on the skills of the partners involved as I have watched almost no footage from them or anyone else but I imagine combat while doing a commentary etc is somewhat more difficult.
 
It just says that there is an issue with NPC balance, it does not say that the NPCs were too strong. It is just as possible that they were too week.
We don’t know it just says they were not balanced correctly.

They also say there was a crash instance I would expect that to be the main reason for the delay

I couldn’t comment on the skills of the partners involved as I have watched almost no footage from them or anyone else but I imagine combat while doing a commentary etc is somewhat more difficult.
Thank you for your optimism. I'll hope they'll make the fight stronger, not weaker.
 
I read in another thread that they were attacking taxi's and the likes in engineer systems, which does not necessarily imply that they were either to strong or too weak, more so that there were edge cases that had not been considered, the reason for beta testing.

It might even mean that the engineer systems are getting a little more love, which would be really nice for new players.
 
You have to be pledged to a rival power to counter your enemy power- i.e, only pledges can influence systems. The only other way is to wipe out any Power pledge you see in Open.
In other words, neutrality is not part of the concept. The more is known and presented by streaming partners, the clearer it gets: No Switzerland in space...
Although there is something like this implemented in game already, see Shinratra...

However, so far pp2 looks pretty well made, let's see where it will take us...
 
Is it just me, or does look Archer like an corporate working mate from the 2020s you meet in the office to a rubbish bingo meeting in the next 10 minutes?

1000 years later I expected a different and at least more elaborate designed style.

Probably the AI generating the picture wasn't fed with more precise information and requirements?
1000027892.jpg
 
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Are there any powers out Colonia way? There are power reps in many of the local stations but are there any of the powers themselves?
 
The fact that you get merits for just rocking up and shooting settlement guards in the face is going to definitely add some BGS effects.

(it'd be nice if the merits were weighted towards the amount of control the faction has in the system, otherwise I expect people will just hand settlements to a sacrificial lamb at 1% inf in order to not get their bgs messed with that way)
Pirate Reaving Outposts in an Adder time?
 
Yeah you could import one, make a chain of player created systems and pull a PP faction along it to Colonia!
I was crunching numbers on this, and assuming a expansion of 1 System a week (using Colony mechanics and the PP Mechanics) if it was unopposed it'd take 734 cycles.
Possibly a dozen or so less if the colony deployments were in line with currently inhabited systems.
 
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