also the flappy bits on the couriers thrusters dont match the paintjobs, this bug has been ingame for like 10 years now
No need to yell, they'll get to some of the issues eventually. If it's too much of a wait, find something else to play. That idea is working out great for me. I haven't used my capslock in yearsWHAT ABOUT ALL THE OTHER THINGS WRONG WITH THE GAME?
How about Upgrading the Servers.
Fix VR problems.
Map problems. And all the things we been telling you. ???
Tricky one this. Certainly there's not much as an individual player I can hope to do to influence most systems - though there are a few borderline ones which can be flipped over a line with a couple of weeks' solo effort, if no-one else notices.I'm personally finding myself having gone from 0 to 100 hype on powerplay to being back at 0 due to the fact that system control points assigned for the power activities we can still do being insultingly low impact for the time investment.
This- players need the ability to hurt powers far more than you can do currently.They can't take the brakes of that until after they've got the Reinforcement-Undermining balance of collective activity a lot more equal than it is.
Lack of undermining is simply strategic choice. Why would you spend merits against opposition reinforcing it, if there are still thousands of free systems? Even if you win that system, you could have taken more unopposed. PP1 mechanics only rewarded decently-populated spheres, so there are lots of uncontrolled voids between powers.Tricky one this. Certainly there's not much as an individual player I can hope to do to influence most systems - though there are a few borderline ones which can be flipped over a line with a couple of weeks' solo effort, if no-one else notices.
But current collective player activity is adding a new 300 systems a week, reinforcing 100 Exploited systems to Fortified, and reinforcing 50 Fortified systems to Stronghold.
(And that's net, so after the attempts, successful or otherwise, of various underminers to remove systems)
Multiply that rate by four to match the new progression of personal merits, and that's enough net collective merits that the entire bubble could consist of Strongholds - many of them heavily reinforced - within a year.
They can't take the brakes of that until after they've got the Reinforcement-Undermining balance of collective activity a lot more equal than it is.
Absolutely. But if ten thousand people each making individually rational choices leads to the overall consequence that in two or three years time the entire bubble is made entirely of effectively unassailable Strongholds, that's going to lead to a fairly boring "big picture" for Powerplay long before it gets to that ultimate end point.Lack of undermining is simply strategic choice.
The problem is, how do you encourage undermining without causing big powers to bully little ones?
I don't think it's an intractable problem, it's just one that would take some thought.The bigger powers will always "bully" the little ones. Short of reintroducing Command Capital, there's not much that can be done about that.
What can be done is to raise the results of undermining to that of reinforcement. Right now, the sheer number of penalties to undermining, both legal and illegal, means that the more mercenary Commanders aren't going to bother with doing undermining, leaving fortification as the preferred way to engage with PowerPlay.
Maybe, that's the point. This way there has to be a conscious concerted effort to undermine rather than wild west undermining everywhere.The bigger powers will always "bully" the little ones. Short of reintroducing Command Capital, there's not much that can be done about that.
What can be done is to raise the results of undermining to that of reinforcement. Right now, the sheer number of penalties to undermining, both legal and illegal, means that the more mercenary Commanders aren't going to bother with doing undermining, leaving fortification as the preferred way to engage with PowerPlay.
Any chance the underperforming Powerplay modules will get a once over?Greetings Commanders,
We will be releasing a small update for Elite Dangerous on Thursday 28th November.
Release Schedule (All times in UTC)
Please note these are approximate times and are subject to change.
- 07:00AM - Servers Offline for maintenance
- 10:30AM - Servers Back Online
Update Notes
Cosmetics
Misc
- Mandalay cosmetics for Midnight Black and Void are going in alongside other metallic colourations
- Ram Tah has made further technical advances and the Tactical Core Chip is no longer required as part of the recipe for Anti-Guardian Zone Resistance
- inbox message reminders to complete the Powerplay 2.0 Initial assignments in order to enable ranking will no longer be sent if one of these messages is already in the inbox
In fact, the Lance is now broken. There no used to be a separation of combat and research modes. We mined with the spear and in case of enemy appearance we added other weapons to the fireteam.Any chance the underperforming Powerplay modules will get a once over?
Most notably the Retributor and Mining Lance, both of which are currently virtually entirely unused.
The Retributor would benefit from the Enforcer Cannon treatment, just being a slightly better version of the normal weapon, plus the experimental added effect.
The Mining Lance would need a bit more work, but if it could mine without taking away from the normal pool of minerals, and also have enhanced module damage and penetration depth, it could be a really nice powerplant killer AND be somewhat decent at mining for once.
A few tweaks to these modules could inspire a bit more excitement for gaining access to them again!