Powerplay How to improve POWERPLAY

Just a IDEA, to make powerplay more interesting than merit grinding why not have special rewards given to those who have earned them ( I am not talking about special discounts ) for example blueprints for a special ship, blueprints for special classed modules & weapons. The blueprints could be handed into the relevant factions similar to merits where they can be turned into real objects once you have enough of them. I personally have tried powerplay and have not enjoyed my experience, I knows this is like marmite - you either love it ( for the political role players out there ) or hate it. The blueprints could be awarded to commanders who have committed themselves to their factions and done special hard missions. You could even offer optimization of current modules has a reward like for example increased sensor ranges, more power output, better shield strength etc ... I know I would work hard for a faction if the reward was a lot better.
 
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A further thought, is that it could be easily implemented, so that only the MINOR factions offer such incentives & rewards, Thus making it more viable and more encouraging, to signing up to these factions, instead of the usual 3 suspects.

Powerplay needs some sort of injection of something other than a commanders personal/political belief.
 
It would also be nice if the Minor factions could work with the Major ones, or if the Major factions could become allies with each other for larger goals outside of petty territory grabbing.
 
My main problem with power play is that it is an aspect of the game in which you are punished if you engage in another aspect of the game (exploration). I understand their reasoning for the decay, but it really precludes you from doing both power play and very long range exploration.
 
I choose to muck about with it only to get chased by defecting often. We grind enough as it is. The only thing I want is more added dynamics by defecting lots. Why be a sheep?
 
Remodel it from the ground up.

1. Make each faction work DIFFERENTLY (All actions for all factions are essentially the same)
2. Remove the "KILL ALL UNBELIEVERS" from all factions (seriously, why would Edmund Mahon want to kill a small independent trading power and send hitman against SALESMEN? It's like having the British Labourparty killing Apple employees in the US)
3. Remove the "Race for no 1" which forces all factions into conflict and expansion until they implode

So, lets go over number 1.

All factions operate in the same manner, take space in essentially the same manner and LOOSE space in the same manner.

Here's an examplee what we COULD do with Archon Delaine.
-Let Archon Delaine have a moving HQ in the most profitable system (he's a PIRATE for christ sake)
-Let Archon Delaine's systems be HIDDEN for other factions until they actually try to DO something to it.
-Let Archon Delain focus on conquest of Anarchy systems and other criminal syndicates instead of landgrabbing
-Let Archon Delaine gain money from EXPLOITED systems and not CONTROLLED systems - he's a pirate so he RAIDS exploited systems and HIDES in controlled
-Let Archon Delain give high reward for smuggled/illegal salvage and goods instead of killing random agents (Killing people gets you noticed, being a noticed pirate is BAD)

Now let's make the REST of the factions as unique so there is a DIFFERENCE between them.

The only one who is really an expansionist and landgrabber is Denton Patreus as the classical military hardliner with delusions of power.
 
A few more ideas:

-REMOVE THE MONETARY REWARDS!

Seriously, link rewards directly to your actions as a monetary reward depending on action and their importance AND the status of the faction.

-Pay CASH for our services
If we got rewarded properly for our actions we would do the work needed for a faction instead of simply grinding point to reach a rank.

Instead add 1000 credits per point multiplied by RANK.

So a rank 5 would earn 150K per killed faction agent while a rank 1 would gain 30K making it a profitable job.

-Change rewards depending on faction STATUS

-Factions in turmoil pay +100% for fortification deliveries AND +1% for each Lightyear delivered. So a system 200 LY from the main system gives 300% faction points AND monetary reward with the above idea added.

-Factions in turmoil pay only 50% of ALL OTHER ACTIONS OUTSIDE FORTIFICATION - Because why should we care otherwise.

Defensive Factions
Can we please stop being Jihadistic fundamentalists that wants to kill all nonbelievers outside our factions and get a higher or equal reward for DEFENDING our systems.

EMERGENT gameplay - not FORCED gameplay

Dear FD, stop giving uss higher rewards for murder of people in other star nations and factions to FORCE gameplay and instead make a system that allows for player creating EMERGENT gameplay.

- - - Updated - - -

Oh, and another one.

How about giving meaningful rewards per rank and add a LOT of ranks and remove decay.

-100+ ranks

-Each rank gives 1% bonus to whatever faction bonuses your faction gets.

-Each week belonging to a faction gives you a 1% bonus to all mission rewards started within owned systems.

-Each rank costs TWICE the merits to reach of the last one (so the GRIND is there but there is no hurry anymore)

1000
2000
4000
8000
16000
32000
64000
etc...

REMOVE FACTION GUNS
Really, a whole galaxy and NO-ONE has managed to copy, improve, accidentally create or steal the design from 10 factions when it comes to GUNS? Really, and YET they are handed out like candy to each mindless murderer after 4 weeks?

Just put them as a minor faction tweaked weapon that is more expensive than their regular couterpart.
 
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Remove it from the game, done. I nerver played it. I dont know why i should do it.

I would be more happy about improvements to the current rank/reputation/Faction system instead of putting powerplay on top of the broken core system.

It would be much more fun to work for the entire alliance/federation or empire. That would finally gave naval ranks a sense. And then help the federation to steal empire systems :D
 
A few more ideas:


-Change rewards depending on faction STATUS

-Factions in turmoil pay +100% for fortification deliveries AND +1% for each Lightyear delivered. So a system 200 LY from the main system gives 300% faction points AND monetary reward with the above idea added.

-Factions in turmoil pay only 50% of ALL OTHER ACTIONS OUTSIDE FORTIFICATION - Because why should we care otherwise.

Defensive Factions
Can we please stop being Jihadistic fundamentalists that wants to kill all nonbelievers outside our factions and get a higher or equal reward for DEFENDING our systems.

I'm very much in favour of these suggestions.
 
Remove it from the game, done. I nerver played it. I dont know why i should do it.

I would be more happy about improvements to the current rank/reputation/Faction system instead of putting powerplay on top of the broken core system.

It would be much more fun to work for the entire alliance/federation or empire. That would finally gave naval ranks a sense. And then help the federation to steal empire systems :D

Technically speaking they could just have made Powerplay as an improvement to the main 4 factions.

Empire
Federation
Alliance
Independent

-Joining a major faction to gain rank
-Missions within faction gains bonuses
-System takeover is done by missions to tilt ownershipo towards chosen faction
-System erupts into CIVIL war
-Civil war erupts into major faction war between major factions

Instead they gave us the mess that is PP...

Does the major factions even MATTER anymore?

Zachary Hudson is the only REAL major faction ruler who is in powerplay.
 
I made a fairly lengthy post with suggestions on this subject in the general forum.

https://forums.frontier.co.uk/showthread.php?t=180906&p=2785811#post2785811

I made it in Dangerous Discussion because I think one of the key issues of Power Play is that it's treated like a separate entity by the community as a whole, by the people who play it, and by the developers themselves... and it really should be re-worked so it's part of the core Elite: Dangerous gaming experience. A galactic power struggle that is supposed to shape the fabric of the galaxy shouldn't be something that is turned on and off with a "pledge" button, nor should it ignore (or in some cases, break) existing game concepts. Having powerplay players and non-powerplay players is a result of the whole new set of mechanics they implemented for PP instead of using the existing game.

My 0.02 credits, for what they're worth...
 
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