Powerplay End Cycles - the bane of powerplay

When you see week in and week out your hard work just get wiped clean you start to wonder why you're bothering at all. Nothing has a lasting effect.. Your fortification, your undermining doesn't impact next week's fortification or undermining or the economy of the system or the npcs. You throw tens of millions into a system and in a blink on thursday it's gone. Start over and do it all again, every single week.

It's a lazy mechanic and it's turning people off to what should be a fast paced ever changing game and turning it into a slow, dull repetitive and ultimately pointless exercise.


I have never liked nonsense artificial cycles. FD needs to stop with the constant manual manipulation required by the game and work to fully automate in-game activity, the galaxy map, and powerplay.
There should be no cycles, just triggers allowing a constant fluid progression of powerplay. I'll run down what that would look like (just the aspect of powerplay that is affected by ending cycles)

Income
CC is calculated hourly.

Fortification and Undermining
You fortify something to the trigger.. now it's fortified with a slow decay. It's fortified until it hits 0.
Undermining is done the same, and they accelerate the decay of the other when active in the same system.
Triggers increase and decrease depending not just on governments but on how long a system remains in either state over time.

Preparation
Prep is done on a trigger and time limit combo. Once the prep trigger is reached by a power, a timer begins and if that power holds top prep for that time - continuously they begin expansion. Timer resets whenever they lose top position and begins for the new top power. A power can only trigger the prep timer if they have enough cc to expand to it. This CC is held in escrow once the trigger is reached for prep and until the expansion is successful or the top power is replaced by another.

Expansion

Expansion is similarly done with a timer and trigger mechanism. With the additional effect of opposing expansion reduces the expansion number (the merits cancel eachother). The expansion number must remain above the expansion trigger for the given timer continuously for expansion to succeed. Once the expansion trigger is reached an opposition trigger appears. This is somewhere below the expansion trigger and above 0 depending on the system attributes. If opposition can keep the expansion below the opposition trigger for a given time (second timer) the expansion fails. After a certain amount of time, if the expansion doesn't fail or succeed, the expansion trigger increases and the difference between it and the opposition trigger decreases, making it increasingly easier to oppose. If expansion is triggered after prep but never reaches the expansion trigger after a given amount of time, the expansion fails.

Turmoil
Turmoil occurs in a system when CC reserves are less than 0 for more than 3 hours. The highest cost systems become at risk and enter "turmoil". if CC remains below 0 for 6 hours, those systems revolt and are lost. Turmoil systems cost the same as undermined systems for upkeep. Fortifying them brings upkeep to standard non-fortified amounts * 1.5. Losing a system causes prep triggers for the power that lost the systems to be temporarily hugely increased for a given cooldown period.

Rank and Salary
Ranks are based on time since pledged and your merit rate every 7 days after your pledge. 1st week you can only be rank 1. Rank 2 is unlocked week 2 but will only be awarded if you meet the rank rate for level 2. Rank 3 unlocked at 3 weeks and rank 4 at 4 and rank 5 at 5. The rates you have to reach are based on the time you have been pledged (the longer you are pledged the lower this rate is for each rank) which is the modifier and a fixed amount for each level, for example rank 1 is 0. Rank 2 is 500. Rank 3 is 1000. Rank 4 is 2000. Rank 5 is 5000.

There is no Salary awarded for any of the ranks. Rather missions are available for given ranks that offer rewards exclusive to that rank. The powerplay missions would range from combat to trucking to piracy They'll all involve the acquiring of merits in one form or another and pay sums of money that reflect the rank.
 
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Nah, weekly turned based stuff works better. I'd rather have to stay up 1 night a week than 7.

If you wanna make a lasting impact, do BGS stuff to reduce triggers. Cycle ticks every day as well

Plus how the heck is prep/expansion not a lasting impact?
 
Nah, weekly turned based stuff works better. I'd rather have to stay up 1 night a week than 7.

If you wanna make a lasting impact, do BGS stuff to reduce triggers. Cycle ticks every day as well

Plus how the heck is prep/expansion not a lasting impact?

The week cycle reset is artificial, immersion breaking and causes a lot of the problems that players have with powerplay. The sniping, the repetition fatigue, the massive money sink. The ideas above end all of that simply by removing the cycle altogether and implementing the changes to the different activities as described. The absolute values of timers and decay rates etc would need to be balanced but overall, it solves a lot of issues. You wouldn't need to stay up any day and grind your mind out. Your 10k merits spent fortifying a system dont just go away. Your thousands of merits spent undermining dont disappear on thursday.

There is no rush day anymore as there is nothing to rush to. It's constant and fluid.

Now the one thing I didn't touch on was ranks. That's in part because the salary and such is based on the cycle mechanic, meaning you just spent a ton of money likely on merits that you now have to spend all over again because everything was reset to 0. Since that's not the case anymore in my scenario, salary and ranks must be changed a bit more extensively.

I'll edit the OP with my idea for ranks. Not that I have any hope for FD to actually change anything.
 
The merit decay is the main reason I will be leaving PP after 3 months participation. I will be away from my PC for a while and my merits will be gone when I get back. The effort required to regain them is not worth the return.

The so-called advantages (I am Hudson) are not enough incentive. The Pacifier Frag, OK for smaller ships, don't use it anymore, PA is superior and available to anyone with CR's. The nebulous nominations, I nominate, I see nothing happening. The additional bounty payouts are fine but not enough to offset the PP disadvantages.

Disadvantages, MERIT DECAY, being hammered with murder bounties when you interdict an opposing faction (it is war, soldiers should be able to kill, legally, under the direction of your power, without bounties). Constantly carrying intelligence or military supplies and having to wait for them or PAY to speed them up!!?? Why is Nanomam the only source of military supplies, the endless jumps through to outlying systems are totally mind-numbing. Or ferrying intelligence around. Also if you trade under a Power, you open your self to more interdictions, I dumped a T7 and spent 150 mil for a full Python to carry the same cargo but be able to outrun what it can't fight and destroy everything else.

I understand a game is supposed to be challenging, but GAMES are also supposed to be FUN. My concern is that FD has spent so much time and effort into PP that they are loathe to significantly change it.

FD would have been better served in improving other aspects of the game in place of PP, but that is a separate topic.

My opinion only.

"I am, therefore I jaunte". Gully Foyle
 
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You don't like merit decay because it decays. To remedy that, you propose fortification decay and undermining decay.

The timers you proposed are much too short. 3 hours for turmoil? So I can go to sleep when things are ok, and when I wake up the system is gone?! And what if I can't play for 24 hours in a row? Currently I can make up for that on some other day; Under your proposal a system could have been gone already.

I totally agree with Alexander, who wrote: "I'd rather have to stay up 1 night a week than 7."

I like the weekly pace. Predicting where snipes could happen and guarding against that, is part of the strategy. Planning ahead to prevent bad expansions, and using various tricks to achieve that. Those things require more intelligent thinking than most other games. The result is that, although some powers are much larger than other powers, the smaller powers are able to survive and achieve successes against overwhelming odds. Intelligent play is rewarded; Dumb actions can hurt a power a lot.

PowerPlay is much more than "my stack of merits is larger than your stack." That might be the base of it, the strategies on top of that are what makes PP so special. Your proposal destroys that.

You might not like PP as it is now, I do. And therefore I don't like your proposal at all.
 
  • Remove decreasing merits points into the powerplay. Once we are rank 5, we should keep this statue. As advantage: remove some weekly bonus like credits and extra cargo, keep the commodity, nomination and bounty payout.
 
You don't like merit decay because it decays. To remedy that, you propose fortification decay and undermining decay.

The timers you proposed are much too short. 3 hours for turmoil? So I can go to sleep when things are ok, and when I wake up the system is gone?! And what if I can't play for 24 hours in a row? Currently I can make up for that on some other day; Under your proposal a system could have been gone already.

I totally agree with Alexander, who wrote: "I'd rather have to stay up 1 night a week than 7."

I like the weekly pace. Predicting where snipes could happen and guarding against that, is part of the strategy. Planning ahead to prevent bad expansions, and using various tricks to achieve that. Those things require more intelligent thinking than most other games. The result is that, although some powers are much larger than other powers, the smaller powers are able to survive and achieve successes against overwhelming odds. Intelligent play is rewarded; Dumb actions can hurt a power a lot.

PowerPlay is much more than "my stack of merits is larger than your stack." That might be the base of it, the strategies on top of that are what makes PP so special. Your proposal destroys that.

You might not like PP as it is now, I do. And therefore I don't like your proposal at all.


I didnt' say anything about getting rid of merit decay. That was other people. Instead since the removing of cycles would fundamentally change the landscape of powerplay, i proposed a different mechanism for rank based on weekly merit rate from the time you joined the power. Your avg rate and time since pledged determine your rank the following week. No carry over - decay. The massive grinding for merits to reach a rank is no longer necessary because you dont have to continually repeat activities that take thousands of merits each "cycle". Instead you just have to maintain (top off) systems unless they're being attacked. Overall durin the course of a given amount of time, powerplay becomes less of a merit sink and activity is forced towards productive areas actually needing action vs doing the same thing every week and starting out from 0 every thursday.

Snipes are a stupid byproduct of bad implementation not something that makes any sense at all in-game. Anything exploited due to implementation and not taken advantage of as an in-game role is not strategy that powerplay needs or benefits from. Regardless of how little else any strategy is available in the current incarnation of powerplay, it would not be the only avenue in a cycle-less one.

A cycle-less asynchronous type of powerplay would not mean you have to be vigilant at all hours to protect / react and take the offensive in order to succeed. The absolute numbers (as i said before) for the timers is just arbitrary, they would need to be vetted out in actual gameplay and balanced. To be clear though, since there would be no sniping and since past efforts matter, undermining and fortifying a system is a highly visible act and can be countered as it occurs. Either action is not easily undone. But dynamic changes are definitely possible and systems would potentially change hands quickly, but the act of changing powers has an effect on triggers back to that power creating a self-limiting automatic cap on how often systems will change hands.

I think that creates an environment where the strategy is less dependent on the implementation and exploiting the aspects surrounding that and becomes more entwined with the in-game state and more closely mimics the activities simulated in the game.
 
I disagree on the premise. Powerplay strategy is a long term game.
There is work that doesn't get erased every week.
There's a lot of work to be done in terms of losing bad control systems and gaining good control systems

In between that We need to fortify/undermine a certain amount each cycle.

Elsewise BGS work is much more important work and every power needs it.
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