Elite Dangerous | Powerplay 2.0 Questions and Answers

Aliens were in all versions, at least in lore.

However, there was the whacky Elite plus i think it was, where every system had cat headed, insect headed, etc aliens. I think it was the same version that had the funny descriptions of the inhabitants like "The people of XYZ are well know for their love of soap operas"
Yeah couldn't remember, its a while since i played the older games but i remember the discussion on one of Drew's lore tours.

O7
 
Having PVE and PVP missions on a station board would be very doable,
Well you do have PvP like aspects- killing commanders for UM being the most visible one (as seen in the FU screenshot) along with PP FC policing.

but good luck finding anyone for the PvP.
V2 will have more indications of where people are active too (such as expansion UI bars from unoccupied > exploited) as well as UM UI.
 
Its a bit of a grey area at the minute- in FU -4 at about 6:00

The part you linked has interesting details on how expansion works!

What you'll do is ... increase the level of influence you have over your territory ... you'll be able to see this on the Galaxy map, how far you can reach ... you'll basically start doing the actions that your power specifically cares about - you can do most actions but there'll be ones that your power specifically cares about ... based on who that person is ... it means that the [PowerPlay] characters and different playstyles will come together.

So though the game is "listening" to many different actions of pledged players some actions in some systems will speak louder than others depending on the pledgee, if this mechanic makes it to release, it seems.

At the time this washed over me probably because there was a lot to take in..
 
The part you linked has interesting details on how expansion works!



So though the game is "listening" to many different actions of pledged players some actions in some systems will speak louder than others depending on the pledgee, if this mechanic makes it to release, it seems.

At the time this washed over me probably because there was a lot to take in..
Like we've been saying V2 is an interesting blend of BGS and PP. If you keep on watching its gratifying to see that the system has a lot more depth to it- especially when it comes down to either rapid expansion or slower consolidation (in that, only fortified and strongholds project influence, and if they are lost, any dependent exploited systems are lost). It will also organically produce hot spots of activity.
 
Greetings Commanders,

Thank you to everyone who sent in their Powerplay 2.0 questions! We spoke with our Game Designer Curtis Griffiths to answer some of your questions during September's Frontier Unlocked! If you haven't had a chance to watch the stream then fear not for we have the answers to those questions, and a few others, here for you today!

Read the full Q&A here!
Purely from an excitement standpoint, I'd very much suggest rebalancing a few of the underused PP modules. There's a fair few players(myself included) who will be far more excited to poke around with it if the module rewards are given a fresh coat of paint.

Of particular note: Mining Lance(essentially rendered moot by the modified c1 mining lasers), Retributors(objectively worse in every way compared to a rapid fire thermal shock pulse laser), Enforcer Cannons(not bad, just not exciting in any way), and Pulse Disruptor(so niche as to be basically irrelevant).

When you compare those to the real mainstays like Cytoscramblers, Pacifiers, and Prismatics, they just are far, far behind by comparison.

Oh, also, the Advanced Plasma Accelerator is kinda confusingly named, given the AX 'Advanced' weapons that also exist. Maybe change them into Imperial Plasma Accelerators, instead?
 
it's nice to finally see some attempts at completing a half baked addon that fdev immediately put into maintenance mode. However this is making the same mistakes so many other "addons" to the core gameplay make.

for frontier in this game, everything seems to have to be completely avoidable and optional and that's somehow seen as a positive. All this does is knee cap anything interesting those addons can do. Out of fear that players not wanting to participate will feel left out and have their feelings hurt.

the fact that powerplay activity doesn't really matter when it comes to the game as a whole is a weird gameplay concept to me. What is the point here? It's not even something that matters in a self contained way. Powers still can't collapse unless at the whims of Fdev, No thanks. This addon was supposed to be an attempt to give players agency in a game where they had none originally. And fdev has completely missed on delivering that with PP1 and they continue to miss it with PP2. Again, what is the actual point in doing this (powerplay)? It's a game mechanic about galactic scale politics that you grind loop every week repeating mostly the same exact activities at the same exact locations to what end Fdev? WHAT END? How do you think this is engaging or fun gameplay to just have this functioning this way for literally no reason? Give it a purpose.

The things people who participated in PP did not like about PP wasn't that it needed more powers. It's that it needed power turnover. It needed permanent consequences to activity. Even if those consequences weren't felt significantly by non-participants, as long as they were felt by participants it would have real value.

What we'll seemingly have delivered is not power play 2.0. It's just powerplay 1.5, an incremental improvement in some aspects of contributing and being rewarded so your grind loops have a little more variety and some simplification of bgs rules. Other minor tweaks but really the major aspects all remain the same. No player driven power promotion, power collapse. No addition to player content (everything will still have to be organized and communicated on websites and discord instead of in-game). No refactoring how powers interact with the rest of the game (they're still just basically tunables that alter markets and behave the same as they currently do in mostly). I dont see anything major being revised here. I wouldn't even be surprised if the static portraits of all the existing powers remains exactly the same.

I dont know Rubbernuke. Are you able to convince yourself that this is going to be any less soul sucking than the power play we currently have? Is all of the fun going to just continue to take place on discord or forum meme posts like it has for the past decade or so?
 
it's nice to finally see some attempts at completing a half baked addon that fdev immediately put into maintenance mode. However this is making the same mistakes so many other "addons" to the core gameplay make.

for frontier in this game, everything seems to have to be completely avoidable and optional and that's somehow seen as a positive. All this does is knee cap anything interesting those addons can do. Out of fear that players not wanting to participate will feel left out and have their feelings hurt.

the fact that powerplay activity doesn't really matter when it comes to the game as a whole is a weird gameplay concept to me. What is the point here? It's not even something that matters in a self contained way. Powers still can't collapse unless at the whims of Fdev, No thanks. This addon was supposed to be an attempt to give players agency in a game where they had none originally. And fdev has completely missed on delivering that with PP1 and they continue to miss it with PP2. Again, what is the actual point in doing this (powerplay)? It's a game mechanic about galactic scale politics that you grind loop every week repeating mostly the same exact activities at the same exact locations to what end Fdev? WHAT END? How do you think this is engaging or fun gameplay to just have this functioning this way for literally no reason? Give it a purpose.

The things people who participated in PP did not like about PP wasn't that it needed more powers. It's that it needed power turnover. It needed permanent consequences to activity. Even if those consequences weren't felt significantly by non-participants, as long as they were felt by participants it would have real value.

What we'll seemingly have delivered is not power play 2.0. It's just powerplay 1.5, an incremental improvement in some aspects of contributing and being rewarded so your grind loops have a little more variety and some simplification of bgs rules. Other minor tweaks but really the major aspects all remain the same. No player driven power promotion, power collapse. No addition to player content (everything will still have to be organized and communicated on websites and discord instead of in-game). No refactoring how powers interact with the rest of the game (they're still just basically tunables that alter markets and behave the same as they currently do in mostly). I dont see anything major being revised here. I wouldn't even be surprised if the static portraits of all the existing powers remains exactly the same.

I dont know Rubbernuke. Are you able to convince yourself that this is going to be any less soul sucking than the power play we currently have? Is all of the fun going to just continue to take place on discord or forum meme posts like it has for the past decade or so?
Aren't you a wee bit premature with this, or are you already playing a beta?
 
I dont know Rubbernuke. Are you able to convince yourself that this is going to be any less soul sucking than the power play we currently have? Is all of the fun going to just continue to take place on discord or forum meme posts like it has for the past decade or so?
We will just have to see, given that V2s stablemate the BGS is can also be soul destroying but also really rewarding in equal measure.

It is interesting that Powerplay V2 has been re-positioned to be ubiquitous and where the BGS 'was'. What I mean by that is that PowerplayV2 seems to blend into the background more, but at the same exert a tremendous influence visually and BGS wise.

V2 as a feature is more diffuse (i.e. its up to players to build a solid defence via upgrading systems to stronghold or risk rapid expansion) and I feel will be a slower pace but at the same time allow for powers to be dismantled right back to the capitals (in theory). While its not in game collapse this gives players a lot of agency, and in a way that allows disparate groups to push in different ways without tripping each other up. To me this is excellent, with the only questions being how long does it take to beat down from a stronghold to unoccupied- too slow its risking being dull and too fast makes defence tricky.

Where V2 will be tested will be the actual flying about PvE though, and not the strategic meta layer above. V2 has to make being pledged worth it (which so far seems to be the case) but also have consequences to your choices and make you feel part of that power. V1 did this badly with paper thin PvE, V2 has several phases that at points has V1 mechanics and ....I hope FD have learnt the lessons of the past (by that I mean devolving into hauling races or merit hoovering). Other questions include how much PP 'flavour' is in the PvE- in FU~4 IIRC the devs talk about all out fights in systems that are being disputed- is this the same as what was in a control system in V1? PP USS were mentioned but FD have to get the context right to make it feel 'right'. Saying that they are off to a good start with PP FC club houses and power exclusive areas.

Lastly they have to get the modes balanced- and that relies on PvE being responsive enough to high activity players.
 
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I am interested, it could add more depth to the game if executed well.
I am currently reading myself into the BGS / Powerplay stuff, (there is a lot to read).
More ways to earn rank/merits in powerplay would certainly be fun.
 
Speaking personally, if the Sidewinder is a lot of fun, and I feel like I've mastered the Viper, why not? In a skill based game, I want to develop my skills, as opposed to relying on equipment I've spent an eternity grinding to acquire.



Again speaking personally, I think a game should be fun, and I play them to make interesting decisions. Eternal power-creep is antithetical towards keeping decisions interesting. It's why I tend to bump up the difficulty of single-player games to the point where I'm failing regularly. Frontier failing to keep the day to day decisions I'd make interesting via increasing income, as opposed to rightly addressing their exponential cost curves, is one of my the greatest sources of disappointment in this game.



I usually play Iron Man mode in single player games, because the early game is usually far more fun than the so-called "endgame," thanks to power-creep being an issue in the endgame. Who cares about retaining meaningless stuff when the game is no longer fun anymore? Especially when it comes to survival game, where the fun is seeing how far I can get before getting killed, rather than building massive structures due to not having anything better to do with my massive amount resources.

Heck, I roll on this site every time I get destroyed, just to keep the stakes high enough to be interesting. The only caveat is that if I'm in Open Mode, I won't reset my commander upon permanent death. I have no issue losing a ship (especially these days, when the most valuable items, effort wise, are the engineering done on my modules) to a player-killer. But I won't do perma-death in an environment where that player-killer isn't playing by the same rules.

Plus Frontier kind of trashed the early game by increasing income, rather than reducing their exponential cost curves.



Once again speaking personally, this game was at its best when credits were scarce enough to make the decision on what to spend those credits on meaningful. Do I invest them into a larger ship, premium modules, or to progress my BGS goals? Do I take this mission to progress my BGS goals, or that mission for the credits? Do I fly this ship to keep operating costs down and rely on my skills, or that ship with higher operating costs, but require less skill to accomplish the same goal?
Sorry I'm only answering YOU but I mean people with the same opinion.
Do I understand you correctly? You don't need new content, nothing new, and YOU don't need any PP2 ? You can have fun like this, cut your progress artificially.
 
Sorry I'm only answering YOU but I mean people with the same opinion.
Do I understand you correctly? You don't need new content, nothing new, and YOU don't need any PP2 ? You can have fun like this, cut your progress artificially.

I want PP2 because it fixes the flaws of PP1: namely the lack of variety in activities to advance the agenda of my Power. It’s why I stuck with BGS manipulation in the first place, after all. I would’ve earned acreadonanle amount of merits if I gad enjoyed, in any way, ABA hauling or combat farming.

Also, there’s no such thing as “progress” in a skill-based game, only tools that may or may not be suited to the task at hand. Personally, I like smaller ships, because they’re nimbler in Supercruise, and thus more fun to fly. And I also don’t want to waste my grinding to maximize engineering, when I can get 90% of the results for 1% of the engineering cost (2% today.).

And I do want more content, but not at the expense of obviating existing content. Which is what Frontier has a nasty habit of doing. They’ve got it into their heads that nobody will willingly engage in new gameplay loops without those loops being orders of magnitude more efficient than existing ones, which is why credits have no value, and manufactured components are going the same way.
 
Sorry I'm only answering YOU but I mean people with the same opinion.
Do I understand you correctly? You don't need new content, nothing new, and YOU don't need any PP2 ? You can have fun like this, cut your progress artificially.
One of the nice things about Elite Dangerous is that we can scale the difficulty of the game by how we play. If I want a more challenging PvE experience I can fly less capable ships and use less capable equipment to make the game challenging and fun.

I've said before that ED has two pieces...1. A toolbox of a variety of ships and suits, with a variety of other equipment that can be used to customize them and 2. A world in which to use the tools to blaze your own trail.

When I'm in overpowered gear, in space or on land (Thargoids excluded), the game is too easy and it gets boring quickly.

It looks like PP2.0 PvE will be more challenging, thereby increasing the point on the scale at which we become overpowered, allowing us to utilize the higher end modules/equipment/engineering
.
 
I want PP2 because it fixes the flaws of PP1: namely the lack of variety in activities to advance the agenda of my Power. It’s why I stuck with BGS manipulation in the first place, after all. I would’ve earned acreadonanle amount of merits if I gad enjoyed, in any way, ABA hauling or combat farming.

Also, there’s no such thing as “progress” in a skill-based game, only tools that may or may not be suited to the task at hand. Personally, I like smaller ships, because they’re nimbler in Supercruise, and thus more fun to fly. And I also don’t want to waste my grinding to maximize engineering, when I can get 90% of the results for 1% of the engineering cost (2% today.).

And I do want more content, but not at the expense of obviating existing content. Which is what Frontier has a nasty habit of doing. They’ve got it into their heads that nobody will willingly engage in new gameplay loops without those loops being orders of magnitude more efficient than existing ones, which is why credits have no value, and manufactured components are going the same way.
I see, what you consider a disadvantage and what you do not consider, well, in principle no, well, it's your right.
In the answers, as I understand it, once again emphasized that manipulation with BGS is not exactly what is conceived in the game. I will hope that PP2 will correct this situation and we will do more missions in the context of PP and not manipulate the BGS to bend the system to fit.
 
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