Sorry, but imo this is not fundamental, it is just yours personal opinion. And it for sure do not apply for all players. The question is whether a player, or a group of players is able find RP reason for support chosen power.
Yup. And that's why i very carefully chose my words in saying:
"Powerplay lacks any motivating factors to do Powerplay", not "There are no motivating factors to do Powerplay". That is, as i said, there's no intrinsic motivators.
Players might do it for RP. They might do it because they're a game journo doing a review of it. They might do it because their mum told them to.
None of these motivators are any outcome of the implementation of Powerplay... which isn't really a slam-dunk from Powerplay.
So, I'm fairly confident we've had this discussion before at some point, but my question is: What are PP activities?And PP2 is for me personally much more enjoyable as it ever was PP1. The problem which I see is, that there should be better balance of which PP activities can player do for having similar effect vs needed time.
I had a look through this: https://heatmap.sotl.org.uk/powers/refcard
... the only Powerplay- unique activity i can see there is "hack billboards". Surely this isn't the only unique addition of Powerplay?
Even Strongholds just seem to be Megaships by another name.
The only difference seems to be the reward structure around it.
I'll rephrase this.If you as a single player do not see reason why to put some power in control of some system, it do not automatically mean that do not exists players which do not have such goal.
I, as a single player, when considering the chain of motivations that land me at playing ED, have a single relevant motivator here. To support and expand the Empire, and to disrupt and unseat the Federation as much as possible. I claim PP2 objectively does nothing to support that pursuit.
Before Powerplay, this was handily achieved through the BGS, which is the mainstay mechanism for representing the influence of a particular superpower in the galaxy; it creates wars which changes power, affects the economy of the impacted faction to create favourable or unfavourable circumstances, and allows the expansion of borders for a given superpower... and indeed colonisation , despite its shortcomings, allows the expansion of a superpowers borders.
Powerplay was, to the best of my knowledge, a direct response to unanticipated use of the BGS by players to shape the economic and political landscape of the game in an almost group vs group way. Now of course, that was never it's intent, thus, Powerplay, which magnificently misunderstood the enjoyment and motivations players satisfied through the BGS; the dynamic effects on the universe[1], and the diverse activities behind it which enable people like myself to satisfy the motivations for things like disrupting the Federation.
PP1 was coupled to the factions, indeed, it was intended to surface from supporting a faction. But the latter never happened, instead giving the static Powers we had today.
Factions were impacted in comparably minor ways... indeed they probably had more impact on Powerplay than Powerplay had on factions... it also reduced objectives down to single-activity grinds. But the biggest problem was the artificial coloured-dots-on-maps impact. That was the only outcome. How many coloured dots you have, and what points that gives the Power. Completely divorced from the actual game. Case in point... during my peak activity with BGS... I flipped from Powerplay influence on my systems being from Torval, to neutral, to Winters, to Aisling.... the hilarious part being that I almost didn't notice. That's how little it matters.
So PP1 provided no motivating factors for my pursuits as an Imperial loyalist and Federal antagonist. Achieving those outcomes was far easier by doing everyday activities which generate BGS effects that tangibly disrupt the Federation and supports the Empire. Considering PP seems to be all about political and economic influence over the galaxy, that seems to be a complete misfire.
And now we have PP2... which addressed a bunch of things related to diversity of activities and rewards, so now a bunch of otherwise standard activities give you merits and rank, as opposed to it being completely divorced from standard play. But as I understand, PP2 is even more divorced from the systems you do activities in. I just logged in, signed up with Patreus and had a look at the effects. As far as I can tell, I get fitting/rebuy discounts and such as rank goes up?
... ok... that doesn't help me usurp the Federation much? How about a stronghold. If I help build a stronghold, what's that effect?
.... oh. They give me better fitting and shipyard inventories, and... allow me to make more Strongholds? Seems like a lot of effort for substituting a run to SD?
And, well, I can't find much else.
So maybe I'm wrong, but I presumed Powerplay was meant to be a competition between the powers for territory, in order for the powers to exert their flavour of influence over the region. A stronghold in that sense would have been the hub of that influence effect, in much the same vein as how during the Thargoid invasion, a Titan-occupied system for the most part was a mostly inhospitable place for anyone that wasn't a Thargoid themselves, while Alert, Invasion, Control scaled effects and impacts on the system and it's activities writ-large; being:
- Alert led into a generalised response to an imminent Thargoid threat, resulting in a hybrid of standard and Alert-response activies
- Invasion, leading to a significant pivot in activities focused on conflict zones against Thargoids, search and rescue and repair efforts.
- Control, leading to the shutdown of all human activities with a focus purely on unseating any Thargoid fortified presence;
Obviously, the Power effects should not and would not be that significant or crippling, but it would add gravitas to the presence and pursuit of a stronghold or fortified territory, to shape how non-aligned players interact with these systems, and the impact on unaligned factions... with players choosing to exploit the effects offered by the incumbent Power, or to engage the unique undermine activities directly related to Powerplay.... providing truly unique activities and not just a veneer of rewards on otherwise standard game activities.
But instead... Powerplay is apparently about having more coloured dots on a map and putting making more systems you can get cheap outfitting and better bounty payouts, by doing everyday things? I mean, if that's what motivates someone, I'm not gonna yuck their yum, but there's a pretty strong case for that being pretty objectively uninspiring. I'm certainly not sitting here going "Time to put the long haul in to make my home system a Patreus stronghold!".
This is what I mean by Powerplay not having any motivating factors to do powerplay.
Here's a counterquery... As someone who doesn't see any reason to do Powerplay, why don't I want, say, a Winters stronghold in my home system?