Powerplay Is powerplay dead?

Just had a look on the galmap to check out undermining.

Never have I seen it with so many at 0% Undermining.

I can only conclude that the rise in interdiction difficulty is a big factor.

With this, I will assume that the new Powerplay faction, Yuri Grom (Cmdr driven) will eventually become the main power.

Not sure how this will affect anything.

What are your thoughts on this. ( If you dont care, please dont comment)

Powerplay is too expensive.
I for myself have participated many times but i don't have the time to take a load of merrits every 30 minutes so i have bought them.
The merrits for staying rank 5 costs more than 50mil. More than you earn. So you have to do this stuff and make millions in money to make a bigger bang.
Since first Robigo and after this Sothis/Ceos got nerfed, there is no way i would ever participate again in powerplay as long as we don't can make money this way or are limited to the merrits every 30 minutes.

Timesink, moneysink, no point for me
 
They need to link it into the mission system so you can do a variety of activities for your power in order to undermine/fortify/expand

Missions in yellow on the board.

Could even make them vastly more likely to have the rarer/most useful mission only engineer commodities as rewards for bonus points.

That'd take a lot of work, but I know it would get me way more interested in it.

To 100% drag me in though, they'd have to find some way of making the "geography" of the power map actually make a real tangible difference. Not sure how exactly, but hey, I'm no designer.

I really hope they manage to get this thing working a lot better, it has the potential to be the mid/late game content that would keep people interested and playing the game beyond having all the credits and ships they want.

This is a great suggestion. Rep+ ;)
 
Powerplay as it stands is half complete, and as such has mutated into something else. Without the fabled /feared 'Collapse' mechanic Powerplay has turned into trench warfare- from my understanding it was supposed to be quick and punchy. Now it has a different focus, and one which has a charm of its own as Powers jostle but from a new players perspective this will look 'dead'.

The short term changes mooted will alleviate the immediate problems most powers (excluding Yuri Grom) currently face in that with low pledge numbers, 5c sabotage becomes magnified. They will not draw new players in. It could have been that if PP took off and thousands of players were pledged, we would never see 5c as they would have been drowned out.

To draw more people in, most, if not all the rank requirements and decay need to go- Martin along with many people have made some excellent suggestions and Sandro has them on board too.

The other question is, 'why invest time at all?' Mechanically PP at its heart is repetitive to someone who never engages in the politics or roleplay of it. Most people will wait for the 4th week to get the unique module and leave. Aside from four of the listed Powers, very few have lore attached to them. This needs to change as this gives reasons to follow someone and devote time to them. We can see the beginnings of this in the system faction heads who smile or frown at us as we grow relationships with them, we just need more of it.

Not also trying to sound petulant, but the original powers need some love. Small things like decals and bobbleheads of leaders are there (two are real and have been seen), quite a number of PP veterans were puzzled and annoyed when the Rise to Power teams suddenly had airtime, decals etc while those who have stuck through PP (in some pretty dark times, it needs to be said) have had nothing. The original Powerplay players feel like extended beta testers- if more Powers are added by Rise to Power methods this only reinforces this observation- for the smaller original powers this robs players of any reason to go on as they have no lore to find /enjoy and have to work hard to keep the power going.

So Powerplay is at an awkward crossroads; it needs time invested in it to make it great, but without player numbers that cannot happen. It needs a plethora of improvements ranging from gameplay to lore as it permeates every area of the game. Its not dead, but its not alive, either.
 
Not also trying to sound petulant, but the original powers need some love. Small things like decals and bobbleheads of leaders are there (two are real and have been seen), quite a number of PP veterans were puzzled and annoyed when the Rise to Power teams suddenly had airtime, decals etc while those who have stuck through PP (in some pretty dark times, it needs to be said) have had nothing.

This really feels like a slap in the face. Decals aren't too much to ask, especially when we've waited for over a year now.
 
i joined lee rong yu or whatever last night again as i want pack hound racks....quit after a hour....couldnt be bothered with it.

aint waiting 3 weeks for some pretty missiles that i used to have but sold....



if fd sold PP weapons in shipyards PP really would be tumble weeds....id rather play CQC and thats saying something


boring made up characters who are txt and pics.....no life...more grind



been at level 5 in past with ald,the 50 mill is easily obtained elsewhere these days.
 
@rubbernuke - "It's dead Jim, but not as we know it " :D

:D

12th Power leader confirmed!

maxresdefault.jpg
 
Well said. :D
Powerplay as it stands is half complete, and as such has mutated into something else. Without the fabled /feared 'Collapse' mechanic Powerplay has turned into trench warfare- from my understanding it was supposed to be quick and punchy. Now it has a different focus, and one which has a charm of its own as Powers jostle but from a new players perspective this will look 'dead'.

The short term changes mooted will alleviate the immediate problems most powers (excluding Yuri Grom) currently face in that with low pledge numbers, 5c sabotage becomes magnified. They will not draw new players in. It could have been that if PP took off and thousands of players were pledged, we would never see 5c as they would have been drowned out.

To draw more people in, most, if not all the rank requirements and decay need to go- Martin along with many people have made some excellent suggestions and Sandro has them on board too.

The other question is, 'why invest time at all?' Mechanically PP at its heart is repetitive to someone who never engages in the politics or roleplay of it. Most people will wait for the 4th week to get the unique module and leave. Aside from four of the listed Powers, very few have lore attached to them. This needs to change as this gives reasons to follow someone and devote time to them. We can see the beginnings of this in the system faction heads who smile or frown at us as we grow relationships with them, we just need more of it.

Not also trying to sound petulant, but the original powers need some love. Small things like decals and bobbleheads of leaders are there (two are real and have been seen), quite a number of PP veterans were puzzled and annoyed when the Rise to Power teams suddenly had airtime, decals etc while those who have stuck through PP (in some pretty dark times, it needs to be said) have had nothing. The original Powerplay players feel like extended beta testers- if more Powers are added by Rise to Power methods this only reinforces this observation- for the smaller original powers this robs players of any reason to go on as they have no lore to find /enjoy and have to work hard to keep the power going.

So Powerplay is at an awkward crossroads; it needs time invested in it to make it great, but without player numbers that cannot happen. It needs a plethora of improvements ranging from gameplay to lore as it permeates every area of the game. Its not dead, but its not alive, either.
 
They need to link it into the mission system so you can do a variety of activities for your power in order to undermine/fortify/expand

Missions in yellow on the board.

Could even make them vastly more likely to have the rarer/most useful mission only engineer commodities as rewards for bonus points.

That'd take a lot of work, but I know it would get me way more interested in it.

To 100% drag me in though, they'd have to find some way of making the "geography" of the power map actually make a real tangible difference. Not sure how exactly, but hey, I'm no designer.

I really hope they manage to get this thing working a lot better, it has the potential to be the mid/late game content that would keep people interested and playing the game beyond having all the credits and ships they want.

An excellent idea Cmdr :D

Linking PP to missions would certainly be a way of getting people more involved as well as offering other ways to earn merits which may assist with eliminating the current "grind" feel.
 
They need to link it into the mission system so you can do a variety of activities for your power in order to undermine/fortify/expand

Missions in yellow on the board.

Could even make them vastly more likely to have the rarer/most useful mission only engineer commodities as rewards for bonus points.

That'd take a lot of work, but I know it would get me way more interested in it.

To 100% drag me in though, they'd have to find some way of making the "geography" of the power map actually make a real tangible difference. Not sure how exactly, but hey, I'm no designer.

I really hope they manage to get this thing working a lot better, it has the potential to be the mid/late game content that would keep people interested and playing the game beyond having all the credits and ships they want.
This is a very good idea!
 
Powerplay is completely broken in my eyes.
I was working for A. Lavigny Duval and the crime sweeps are still death zones.
You jump in and since you already are marked for Duval's side and NPCs favor player targets, they all target you as soon as you jump in.
I believe it's not necessary to say that 10 ships attacking you at once makes it rather impossible to do anything.
So now the only thing I can do is stick around at Couper Hub in Kamadhenu and wait for my cargo hold to fill with resource packages ... only takes the whole day ... and then I don't even get enough of those to reach the highest rank.
I don't see any point in power play right now.

The very basic of how things work in Power Play are wrong.
You choose a faction and have to do the same 3 things over and over again, there is no change.
If one of the 3 things is broken, the faction is broken.
 
Powerplay is completely broken in my eyes.
I was working for A. Lavigny Duval and the crime sweeps are still death zones.
You jump in and since you already are marked for Duval's side and NPCs favor player targets, they all target you as soon as you jump in.
I believe it's not necessary to say that 10 ships attacking you at once makes it rather impossible to do anything.
So now the only thing I can do is stick around at Couper Hub in Kamadhenu and wait for my cargo hold to fill with resource packages ... only takes the whole day ... and then I don't even get enough of those to reach the highest rank.
I don't see any point in power play right now.

The very basic of how things work in Power Play are wrong.
You choose a faction and have to do the same 3 things over and over again, there is no change.
If one of the 3 things is broken, the faction is broken.

You could Undermine.....WAIT, Nooooooooooo, Interdiction is broken as well

So that's actually 2 out of 3 things broken.

So thank goodness we have leaflet dropping, oh the endless hours of fun dropping your leaflets...... :eek:

Bye Bye Powerplay RIP!
 
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Whilst i am having a powerPlay Moan, something else that really bothered me to the point of shouting at my screen/FD, was when in a Haz Res or High Res or any Rez/Comp Nav Beacon, you got rival Powerplay factions pop up at these sites that where CLEAN, but they targeted and attacked you (Whilst aligned to other PP Factions) and you could not attack back as they STAYED CLEAN even though they attacked you, who was also clean, so if you did defend yourself you became wanted, so immediately you became an Insta Target for security (Res site Dependant).

You only option was to get out!!!!!

Utter Nonsense FD

Wht i do to avoid thse situations is , only to undermine anarchy systems. you dont have any of those troubles there. you can attack any kind of ship you want. but interdiction is still a bloody crap.
 
I got to rank 5 once, just to see what was involved.

I'm never doing it again. Not until it's reworked. It basically ruined my ED experience for 6 months. Burned me out so bad. To this day I throw up a little in my mouth if I have to sit at a star waiting for my target to spawn so I can interdict him. That and fighting in a CZ. I just lost all interest.

-K
 
Just to pitch in from my limited non-PP perspective. While it is nice to see some faces to bigger factions and it helps give some life to the universe, for me the only reason to even consider it is for the modules: yes most are not great, but I'd still like to try them.
So I join a power, don't care about the strategy, linger for 3 weeks and finally do something dumb/repetitive to get the rank I need for the last cycle so I can buy the goodies and run off. The fact that I am fortifying a system that doesnt need it is meaningless to me, as it is all just a very convoluted thing I have do to acquire the goody I want.

i.e. I have no interest in the activity, only in the reward, hence I disturb the (intended) activity of others just to get my fix.
 
Being clean and attacked but not being able to return fire without attracting every authority vessel is why I have never even tried PP
 
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