Guidelines for a frustration-free PP2.0 experience?

Hi Commanders,

I have not tried Power Play 2.0 yet, and every time I read about it there are bugged activities here, imbalances there, mindless exploits...

Are there any types of weekly activities that are bugged or not worth doing, that should be avoided at the moment?
On top of the weekly activities, anything else worth doing?

I am not really interested in the perks since I have billions in the bank...but are there some Powers more "fun" than others?
Or, any of them somehow increasing the chance to meet other players (friendly or unfriendly, both are good to me!)

Where do I start?
 
Probably by looking for the discord group (or wherever else they hang around) of your chosen faction. Seems like you'd have much more fun doing this because it's a group activity.
 
Probably by looking for the discord group (or wherever else they hang around) of your chosen faction. Seems like you'd have much more fun doing this because it's a group activity.
Good advice, reminds me on PP1.x back 8 years ago...now, how should I decide what Power I should pick .. :-/ ?
 
The question is: do you like burgers? If yes, there is only one right power.

besides that, there are bugged missions, e.g. "deliver bio samples to xy" does not work. Sometime you get "pick up power items at station X and deliver to station Y", but Y is outside of the influence sphere of X and you will not be able to finish the mission. These were the two bugged mission I got so far.
 
The Kumo Burgers are as fresh and tasty as you remember, served on demand by skilled Kumo technicians....

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Are there any types of weekly activities that are bugged or not worth doing, that should be avoided at the moment?
Most of the weekly activity types are absolutely fine [1] if you get the generic "do this activity type in this system type" and have a fair chance of being impossible if they're "do this activity type in this specific system".

As a workaround, if you make sure to finish each week / start each new week well clear of your own power's space, you should only get the generic ones; at the very least try not to finish the week so deep in your own Power's space that there's no enemy systems nearby, as that makes a lot of the "specific system" bugs more likely.

[1] Once you've got the hang of the various bits of terminology you need to understand a request like "deliver 20t of Power Commodities to an Acquisition System", that is.

On top of the weekly activities, anything else worth doing?
Pretty much any normal activity done in your own Power's territory will get you some merits, either directly or as a side-effect. (Depending on your luck with getting easy weekly tasks, this can be faster than the weekly tasks are).

My personal preference is to fly a multi-functional ship with cargo space, Operations Limpet multi-controller, and a good weapons/shields set up - that will be capable of doing several different powerplay tasks without a refit, which means you can just take opportunities for a few merits as they show up in normal play.

I am not really interested in the perks since I have billions in the bank...but are there some Powers more "fun" than others?
There are a couple of non-financial perks which might be of interest anyway:
- Kaine (the strongest for this), Winters and Aisling Duval give accelerated reputation gain with minor factions in their respective territories, which can be useful if you like doing missions but also move around a bit
- Delaine (uniquely) gives bounty nullification in his territory.

In terms of merit earning, all Powers have their set of activities which their prefer - those get a 50% earning bonus. Broadly speaking, these break down into five "combat" powers (Delaine, Archer, Lavigny-Duval, Grom, Patreus) and seven "non-combat" powers. So you'll rank up faster - and also score control points for your Power's systems faster - by picking a power with activities that match your own preferred activities.

If you have a particular part of the bubble you prefer to play in, for whatever reason, then picking a power with some presence in that region is a good idea - the weekly assignments have a tendency towards being "Reinforcement" tasks where you strengthen your own side's systems

Or, any of them somehow increasing the chance to meet other players (friendly or unfriendly, both are good to me!)
Any power should work for that (on the friendly side there'll be various power-aligned groups, some with more-or-less open priority lists).
For unfriendly players you want a power which is getting involved in various flashpoints rather than just sitting back and reinforcing; the Federal powers' central position means that someone is always attacking them, so they're probably the ones with the best chance of seeing action. Whether you pick a Federal power or one of their enemies is more a matter of taste.
 
Thx Ian, I am taking notes :)
Wondering if there are good Pirate Massacre spots in Delaine's territory...not having to care about who you shoot in an RES or Signal Source sounds tempting.
 
Hi Commanders,

I have not tried Power Play 2.0 yet, and every time I read about it there are bugged activities here, imbalances there, mindless exploits...

Are there any types of weekly activities that are bugged or not worth doing, that should be avoided at the moment?
You can look here (the red rows are currently disabled) - I defer the rest to Ian's post above.

On top of the weekly activities, anything else worth doing?
Yes, see below...

I am not really interested in the perks since I have billions in the bank...but are there some Powers more "fun" than others?
🤷‍♂️ I'm pledged to Delaine and I'm having a blast.

Or, any of them somehow increasing the chance to meet other players (friendly or unfriendly, both are good to me!)
As always, to meet other players you need to go wherever they are congregating...

Where do I start?

Here is some information that may be useful to you understanding PP.

The in game Codex: Right Panel>Home Tab>Codex
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Hub>Pilot's Handbook>Powerplay
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And also Hub>Knowledgebase>Individuals - For background material on many of the current Power figureheads/leaders.



Powerplay in a Nutshell:

The fundamentals:
  • You are an Agent of your power.

  • You go forth and perform activities (game loops) within star systems and affect their relationship (system state) to both your Power (by making yours stronger) and other Powers (by making theirs weaker).

  • As you perform activities, you gain ranks, and as you gain ranks, you receive rewards.

Basically there are three star system states:

  • Uncontrolled:
    • Uncontrolled systems can be acquired (become controlled) by performing Acquisition activities which earn merits in the target Uncontrolled system.

    • Uncontrolled systems can have acquisition activities performed by more than one power at at a time, at which point it becomes a competition and the system state becomes Uncontrolled - Contested.

    • When a system is acquired by your power, it becomes Controlled - Exploited.
  • Controlled by Your Power:
    • Systems Controlled by Your Power can be reinforced by performing Reinforcement activities which earn merits in the target Controlled system.

    • As you Reinforce your Controlled - Exploited systems, they can eventually become Controlled - Fortified and they will be able to contribute towards the acquisition of Uncontrolled systems within a 20 LY radius sphere (for which there is an in game map feature to show the sphere).

    • As you Reinforce your Controlled - Fortified systems, eventually they can become Controlled - Stronghold systems, and may possibly also gain Stronghold Carriers (or Carrier Group). Controlled - Stronghold systems can both acquire Uncontrolled systems and reinforce your Controlled - Exploited, Controlled - Fortified and Controlled - Stronghold systems within 30 LY radius sphere.

    • Systems controlled by your Power can be undermined by agents of other Powers which you can counteract by reinforcing.
  • Controlled by an Enemy Power:
    • Systems Controlled by an Enemy Power can be Undermined by performing Undermining activities which earn merits in the target Enemy Controlled system.

    • As Enemy Controlled-Stronghold systems are Undermined, eventually they can become downgraded to Enemy Controlled - Fortified.

    • As Enemy Controlled-Fortified systems are Undermined, eventually they can become downgraded to Enemy Controlled - Exploited.

    • As Enemy Controlled - Exploited systems are Undermined, they can eventually become downgraded to Uncontrolled.

    • Systems controlled by an Enemy Power can be reinforced by them to counteract the effects of your undermining.

Earning Merits (and why you should):

The Acquisition, Reinforcement and Undermining Activities performed by the player generate merits for performing them in the Correct Context.
  • Activities: Activities consist of playing various game loops, including but not limited to - Selling Mined minerals/metals/etc..., transporting Powerplay Commodities (just like hauling regular cargo), scanning ships and wakes, uploading Data in Odyssey settlements, salvaging Black Boxes and Power Wreckage Components, Bounty Hunting, selling either Exploration or Exo-Bio data (in large enough quantities), retrieving goods from Odyssey settlements, making donations of money and commodities, destroying Enemy Power Ships, trading normally with a 40% or better profit, downloading data from Odyssey settlements, etc...

  • Correct Context: The activities being performed must be performed in the correct location to count for merits.
    • Many activities can be performed in the same system where they count for merits.

    • Other activities require something being taken from one system to another system within its control-relationship range in order to count for merits.

    • Other activities may have yet other requirements.
  • Many Powerplay activities start and/or end with a visit to the Power Contact in all station/outpost/settlement ship menus and merits are gained at that time.

  • Some Powerplay activities earn merits as the activity is performed (Bounty Hunting, Ship Scanning, etc...)

  • Each week you are pledged, you will receive a set of 5 to 10 weekly assignments (think of it as missions to perform activities) added to your Transactions.
    • The very first week's assignments MUST be completed in order to begin earning Ranks in your pledged Power.

    • After the first week's assignments have been completed you are no longer required to complete any of them. However, they all contain additional merits (2000 to 4800 merits) which only apply to your personal Rank progress and do not affect system states.
  • More detailed info about activities can be seen at:

As you earn merits, two things happen:

1. Your personal merit score increases. When it increases far enough, you gain ranks. As you gain ranks, you are rewarded with:
  • Engineering Materials (Ship and On-Foot) and Credits
    • You receive this reward:
      • At Ranks up to 100 where you do not receive Perks or Powerplay Modules (see below)

      • At all Ranks greater than 100 (101, 102, 103, etc...). AFAIK, there is no cap on Ranks.
  • Perks (decreases to the negative effects of some activities, increases to the positive effects of others)
    • You will receive the Perks as graduated increases/decreases to the affected game mechanic at various staggered Ranks.

    • The final perk values are achieved at Rank 100
  • Access to Powerplay Modules(ship Weapons/Defenses/Other modules)
    • You will unlock the Modules at various Ranks.

    • The final, 12th, module is rewarded at Rank 97

    • Each Power rewards the modules in a different order.

2. Your merits are used to calculate System Control Points (SCP) - the effects of your correct context activities in the various systems.
  • Most activities you do in Powerplay will convert 4 to 1 from merits to SCP. So 100 merits earned converts to 25 SCP.
  • Some activities will convert 6 to 1 and there may be other ratios.

System Control Points (SCP): System control points are the values shown in both the galaxy and system maps to indicate where the current control of the system lies on the graphs presented. For instance:

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Or

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System control points are cumulative per week and are resolved and reset weekly on Thursdays, with the exception of Uncontrolled systems where the SCP are cumulative until any power reaches the Min. Control Score (this can take several days, weeks or months), AND, has the highest total SCP.


Other possibly helpful resources:

The PP commodity table by CMDR Kraag: https://forums.frontier.co.uk/threads/powerplay-2-0-activities.629227/page-13#post-10491134

PP2 Wiki Article: https://elite-dangerous.fandom.com/wiki/Powerplay#Powerplay_2

Especially the Mechanics portion: https://elite-dangerous.fandom.com/wiki/Powerplay#Mechanics

And the Different Power Benefits: https://elite-dangerous.fandom.com/wiki/Powerplay#Power_Benefits

And the various Activities (and different Powers' preferred activities, which are also highlighted in Nowski's forum post linked above): https://elite-dangerous.fandom.com/wiki/Powerplay#Powerplay_activities
 
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Thx Ian, I am taking notes :)
Wondering if there are good Pirate Massacre spots in Delaine's territory...not having to care about who you shoot in an RES or Signal Source sounds tempting.
You have to earn that perk though, and you won't get -100% bounties until you reach Rank 100. (I'm about to turn that corner after about 3 months of playing Powerplay, basically since Ascndency released)

Earning merits may seem difficult at first but it does pick up rather quickly once you get all the terminology and context straight in your head.
 
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On top of the weekly activities, anything else worth doing?

My advice would be picking a power that aligns with gameplay you'd be doing anyway, and then not worry too much about the weekly activities.

Weeklies give close to 4000 merits¹ each.
If you like e.g. bounty hunting: in an appropriate system, for a combat-aligned power, that gives a couple hundred merits¹ per ship. So if you have weeklies to haul rares or do Ody settlements or whatever, you can do that if you like. Or you can keep bounty hunting for a few minutes and blow up an extra ~15 ships¹. It won't make much of a difference for your merit gain.
Similarly for most other PP activities.
So do what you enjoy, and don't get obsessed with grinding unfun activities. PP rank 100 will come soon enough either way, especially if you're not in a hurry to unlock PP weapons.

If you have friends in a certain power, or a certain power seems interesting because of RP reasons: That probably trumps everything. Playing with like-minded people is the most fun you can get. But you probably knew that. :)


¹Numbers are very rough estimates, because merits don't show up in the journal. FDev, please fix!
 
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Is there a guide somewhere listing for each mission type:
  • what does it consist of
  • what loadout is required (e.g.: I still have not figured out if limpets are required to scan megaships, and if so what kind?)
  • currently bugged or not
 
Not that I'm aware of...

RE: Scanning Megaship: Target the megaship, put out your hard-points, scan it with your Data Link Scanner. Get closer until you see the "whatsiwhatsit Date Link" in the list of contacts, target it, get within 200m and scan it with the Data Link Scanner, gain merits, put in your hard-points and skedaddle...on to the next thing...
 
Not that I'm aware of...

RE: Scanning Megaship: Target the megaship, put out your hard-points, scan it with your Data Link Scanner. Get closer until you see the "whatsiwhatsit Date Link" in the list of contacts, target it, get within 200m and scan it with the Data Link Scanner, gain merits, put in your hard-points and skedaddle...on to the next thing...
Thx!
Would it benefit of a stealth shieldless/ silent running build?O r is it unnecessary?
I have been itching to build an ultra cold DBX...but have not found any purpose for this yet ...
 
There will be a bunch of other ships there...build it however you like. Though, I prefer an easily maneuverable ship vs a sluggish one...especially for getting to some of the Data Ports on these beasts. There's one variant that has it down in-between the engines...tight squeeze...
 
There will be a bunch of other ships there...build it however you like. Though, I prefer an easily maneuverable ship vs a sluggish one...especially for getting to some of the Data Ports on these beasts. There's one variant that has it down in-between the engines...tight squeeze...
OK, I will see as I go.
Tight squeeze... Mandalay too big?
 
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