Powerplay How Powerplay Died The Movie

We already have prep races with two or more competitors, and open only wont change that a bit. Even with the other proposed changes, open only won't affect the bottom line of Power Play.

Yes it is a long game, and all open only will do is shiftthe frustration of the PvP combat pilots from having people being in non open to people escaping in open. Open only will drive a hauler meta of likely g5 engineered Cutters that can boost over 500, carry 720 merits, with 5000 shields, and pilots who know how tofly them

Precisly, killing is much harder than escaping in ED once you reach a good level of experience and gear.
 
Thats a possibility as well. However, it means that it gives attackers the chance to use weapons like FSD killers, reverb and ion mines too. I have a number of pirate comrades who are honing their use in zippy Cobras, and sniping powerplants.

But again, you simply won't know what pattern (if any) things will take. Just as with Powerplay in 1.3 it will be a blind process and people feel out the changes.

Kind of hard for torpedos to hit a ship like the Cutter and considering the fact that you need between 3 and 4 to take down the generator, I wouldn't give you many chances.

Oh and there exists the block button in case you can't defend yourself.
 
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...Oh and there exists the block button in case you can't defend yourself.

Surely the block function will be disabled when signing up for PowerPlay... [where is it]

While we all take these discussions rather seriously, I must admit that my faith in FD actually ever achieving a working balance/structure for PvP/PvE in Elite: Dangerous is limited.

FDs inability to incorporate any kind of decent multi player has become synonymous with Elite: Dangerous in my mind. Elite: Dangerous is and probably always will be a decent single player game and a borked multi player game, because FD refuses to bring anyone on board who actually has any experience in making multi player environments.

Ah well, let the frolicking continue. :)
 
Surely the block function will be disabled when signing up for PowerPlay... [where is it]

While we all take these discussions rather seriously, I must admit that my faith in FD actually ever achieving a working balance/structure for PvP/PvE in Elite: Dangerous is limited.

FDs inability to incorporate any kind of decent multi player has become synonymous with Elite: Dangerous in my mind. Elite: Dangerous is and probably always will be a decent single player game and a borked multi player game, because FD refuses to bring anyone on board who actually has any experience in making multi player environments.

Ah well, let the frolicking continue. :)

And with regards to block lists, the converse would also have to be done...deprioritize instancing based on friends list.
 
I think the video proves that killing a ship is hard which kind of defeats the purpose of open PP.

The video mostly proves that people are stupid and can acquire supposedly high-end assets without having the first clue as to how to do anything.

But yeah, a 15 second logout timer is about 105 seconds to short to reliably destroy a heavily padded ship with a modest collection of weapons, even if it's piloted by someone who would struggle with the second tutorial mission.

There's simply NO scenario you can come out ahead of the game...other than avoid them in single-player/co-op modes...

Disagree.

Countless times I've run blockades and made it through to deliver my cargo/data/mission. Even more frequently, I've tied up wings of hostiles, letting many more allies/bystanders make it through unopposed.

The last thing I want is to give some overweight PvP'er with hygiene problems in their parents basement a "semi" over their l33t skillz...

I'm of the opinion that you are too invested in what others may think.

It might feel like a whole different game for a cycle or two, until people realize that PvP combat, even if every Power Play pledged commander is in open, isn't going to stop anything. That the mats still need to be moved, and are still getting moved at pretty much the same rate they always were. That there is no effective way to stop it. That the idea that simply delaying a shipment is a victory for the PvP combat attacker will wear thin in a hurry, especially when they realize that as a PvP combat player, in order to actually have any feeling of impact, that this is what they are going to have to do week in and week out, over and over again...interdict ships that will virtually always escape either by submitting and running, high waking, menu logging. They will have to watch opposing numbers still be met, they will realize that they will still have to haul crap tons of materials themselves in order to keep up with their levelling, and that all the time they wasted chasing opposing ships, while it might have been fun for a bit, didn't actually help their cause achieve its goals.

I'm not terribly familiar with Power Play, but I'm pretty sure that I could tie up assets far in excess of what I could contribute via hauling or merit farming by chasing off some individuals and goading others into pursuit or security duties. Same sort of tactics that occasionally work for BGS work...some people will always prefer face to face confrontations, even if it's less efficient.

Kind of hard for torpedos to hit a ship like the Cutter and considering the fact that you need between 3 and 4 to take down the generator, I wouldn't give you many chances.

You can make it so it requires seven or eight torpedoes (B8 thermal resistant double-braced) and no ship capable of carrying four pylons has the velocity advantage to reliably land the torpedoes after an interdiction...so it takes a dedicated wing to down smart cutters.
 
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