Make Open Play matter - Power Play and BGS should be influenced only in open

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Indeed ED is not PvP, its an awkward blend that tries to satisfy everyone at once and in certain features fails badly. Powerplay as Sandro suggested would be divorced from most of the game as you wished, modules moved and BGS footprint minimised.

Needs to be more than "divorced".
The only hint of CQC I see regardless of mode I'm in (and yes, I use all 3) is the odd bit in Galnet from time to time (when they can be bothered to put a story up for it).
So no more filters on the Galaxy map, no more NPCs, no more PP toys in the main game, nothing whatsoever.

Just an entry on the main menu;

Open.
Group.
CQC.
Power Play.
Solo.

Then, I don't care. Do what you want with it.
But as long as it can affect me in Open, I should be able to partake in Solo.
 
.... on three platforms, 24/365, reliant on players being able to be instanced with due to P2P / standard router settings.

Although I agree its the weakness in the proposal, instancing does not have to be 1:1 because its opportunistic combat- its the possibility and risk of it as well as the encounters that matter. In the end the only way to see if it works in practice is to do it for a month or two. If its a failure swap it back.

Who is colluding from the opposing side in a turret boat scenario?

No-one, but you are colluding together to exploit healing effects to remain immortal, allowing near unlimited merits.

I would agree that PvP to deny is not collusion - however if PvP encounters were ever to be specifically rewarded then it would end up offering opportunities for collusion.

Its not the reward that counts- its the actual act and its effects on how you play and the situations you develop that matters. Slowing or crippling the opposition enough while you do the PvE (and defend against the same done to you) is the goal.

Factions are base game, yes - introduced in the first year, as Powerplay was.

Fair point regarding some NPCs having some Powerplay weapons - not across the board though.

But you do face them- any CZ, any high ranking mission will have Corvettes / Cutters / FDLs / Vultures with engineering, in the base game.

Again the perceived need to decide is just that - a perception.

Powerplay is in a holding pattern for the best of 5 years, with nothing done to it. Its not perception but a fact when people leave because huge holes and limited gameplay turn people off. Just as FD want people to start playing (hence the tutorial upgrades) so too must they update Powerplay for people to try it and make them want to stay.

While it may lean towards PvP, in the opinion of some, that does not mean that it requires PvP (nor requires to be changed to require PvP).

But these weapons have edge case use in PvE, while in PvP they are devastating. Why is it in PvE these weapons don't affect the AI but they do with commanders?

We'll see, in time, what Frontier decide to do.

Indeed. But when that time is measured in multiple years it gets a bit tiresome.
 
Powerplay numbers may be low at the moment, but once upon a time it was a thriving community and lots of fun.

FDev destroyed it, the question is; do they have the talent and insight to revive and restore it back to it's former glory?
 
Powerplay numbers may be low at the moment, but once upon a time it was a thriving community and lots of fun.

FDev destroyed it, the question is; do they have the talent and insight to revive and restore it back to it's former glory?

Powerplay as it was promised is undeliverable by the FD of today, sadly. Collapse would mean FD investing time in creating new powers and updating the feature. Knowing now that the BGS has taken the lions share of time shows that FD want self sustaining features with minimal dev input. So, in order for Powerplay to be developed it has to become more like the BGS and less like Powerplay, which then leads to having more and more of an overlap and less reason to have Powerplay.
 
Nah guys. Powerplay is Consensual PvP. It should be open only so that PvP is actually possible and not just hauling races. Powerplay modules should be moved to the tech broker, so the "but all modes!" people are happy. Powerplay should be like playing multiplayer maps in any other game, you actually agree to fight it out. But we know FDev's thoughts on the matter. Sandro pushed for open only powerplay, and now he's gone.
 
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Well either way FD need to say something and just inform us what the plans are. Either give it bionic legs it or unwrap the shotgun.
Well what has been done for pp in the last 4 years? Nothing is the answer, so that is what should be expected going forward.
 
Sandro Sammarco said:
Hello Commanders!

As well as having a good old chew on Squadrons, we’re loading up a side order for the Focused Feedback Forum, because, frankly, we want to get more feedback! Importantly, this is an additional topic and does not replace the line-up announced earlier for Squadrons, Mining and Exploration.

We’re considering a package of tweaks to Powerplay and we’d like your thoughts on them. Note that this is not a fait accompli, just something we’re investigating.

The concept behind these changes is not to completely change Powerplay, but address a few important issues as efficiently and nicely as possible. Some of these changes are subtle, others very significant. The idea is that as a whole they form a rounded update that provides improvements to the core experience of Powerplay.

As a flash topic, this will be the only thread, so all relevant replies can live in it. Please use the headings listed below with your replies to make it easier for us to process the thread, and of course, please remember the golden rule: your replies should be to us only. Feel free to debate with each other in non-sticky threads.

What we’re looking for are your thoughts as to the ramifications of these changes based on the way you involve yourself in Powerplay, both positive and negative.

With that in mind:

PowerPlay Proposal

Preparation Cycle Split


• The first half of the cycle is available for preparation
• The second half of the cycle locks the current preparation values and enables voting

Vote to veto preparation

• Each player can vote to veto or support each preparation
• If a preparation ends the cycle with more veto votes than support votes it is removed from preparation
• Voting requires minimum, rolling time spent pledged and active for a power, somewhere into rank 2

Reasoning: these two changes in tandem are meant to make it easier to prevent bad systems from being prepared with minimal effort. Rather than use consolidation, which must be chosen blind in terms of both the final preparation for systems and the final resting place for the consolidation marker, here Commanders are voting on a fixed list and can choose precisely which systems they want to attempt to veto.

Vote to withdraw from system

• Each cycle players can vote on the 5 least profitable systems, to withdraw or support
• At the end of a cycle if a system has more withdraw votes than support votes it is removed from the power’s control
• Voting requires minimum, rolling time spent pledged and active for a power, somewhere into rank 2

Reasoning: currently there is no way to lose a bad control system other than hoping or colluding with opposing powers that it will end up being forced into turmoil. We think this vote is a legible and relatively safe way of allowing powers to shed chaff, as only systems that at a base level would be unprofitable would be eligible for withdrawal.

Profitability modifier applied to votes and preparation successes

• A system’s base profitability modifies preparation votes, withdraw votes and preparation successes
• Votes and successes for profitable systems are increased by a factor of 10

Reasoning: we think this modifier acts as another barrier against internal sabotage, forcing the saboteurs to work many more times harder to get the same effect as a Commander who has the power’s interests at heart.

Guaranteed undermine if 100% more than fortification

• A control system that is undermined by 100% more than the fortification value will be undermined even if the fortification trigger has been successfully met

Reasoning: We feel that Powerplay rules tend towards stagnation and status quo, which is not something we intended. Despite all the effort in the world, a power that fortifies enough, against values set by the game rather than in opposition to attack, can remain safe. This change allows sheer force of effort (or numbers) to guarantee systems end up being undermined, making deficit more likely. And to stop this happening, a power must directly compete against its enemies.

Overhead removal and slight increase to distance cost modifier

• Overhead upkeep costs are removed making a system’s base profitability static
• Distance modifier to upkeep is increased to maintain some sense of expansion “gravity”

Reasoning: Overheads are a way to prevent rampant expansion of powers. However, the cost is very high, as they cause an unavoidable amount of uncertainty when calculating CC at the cycle change, as well as just being another level of complexity. We think it would be better to remove them, increase the distance modifier to upkeep a bit, and live with powers that can expand more, as with the other changes in this package we hope that the result will be much more direct attack and dynamism caused by powers fighting each other.

Ethos Override

• Ethos is only checked for the control system and the power
• If the power and controlling faction share the same superpower the power is always strong against the faction

Reasoning: this is a fairly straight forward override to ensure that – for example – Federal powers are always strong against federal factions. The other part of this change, to focus ethos on the control system only, is to make the process legible and focus Commanders in the same place, increasing the chance of conflict.

Missions give Powerplay successes

• Missions for factions in a system that share a power’s superpower award a number of Powerplay successes when completed
• The mission type determines how many successes are given
• Successes can be applied to expansion, opposition, fortification and undermining

Reasoning: one of the complaints of Powerplay is the limited actions available to support your power. We think that liking, in a very simple manner, missions for aligned factions and Powerplay successes allows Commanders increased variety in an efficient manner. The idea is not to replace the standard Powerplay activities, but to compliment them.

Open only

• Powerplay contacts are only available to players in open
• Powerplay vouchers and commodities are destroyed if a player enters solo or private groups

Reasoning: We’ve saved the biggest change for last, as making Powerplay Open only goes way beyond the remit of a tweak. We’ve seen this topic discussed many times and we think it’s time we addressed it directly to get as much quality feedback as possible.

Powerplay is fundamentally about consensual player versus player conflict. We think that pretty much all of the systems and rules would benefit from being played out in Open only, as it would dramatically increase the chance of meeting other pledged players and being able to directly affect the outcomes of power struggles.

I miss this thread. It had given me such hope for the potential of powerplay. Instead, it's been relegated to the huge pile of abandoned features of Elite Dangerous.

But hey, at least someone's birthday wasn't ruined.

Jockey79 said:
And there we go Sandro.

You give an inch, and some demand a mile. You cannot make any feature open only, as it encourages trolls / "griefers" to demand all the game being open only.

There has been some great suggestions to improve power play and all have been ignored.

Thanks for dropping this on my 39th birthday and my daughters 9th though (yup, we are on the same day), at least we know not to spend our money in the Frontier Store when we get home from holiday
 
I can toast marshmallows on that burn.

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That thread effectively turned into ;-
'We don't want open only Powerplay because some bad people will demand the whole game to go open only.'
'but Sandro said this was only to effect Powerplay because it was intended for consensual PVP and PP doesn't really work when you have Pvt or solo mode'
'But they'll want open only CGs next'
'But they've said this proposal is only for Powerplay. You know the game mode doesn't really work as intended?'
'Yes, but I don't want the game to go open only.'
'Have you ever played Powerplay?'
'No'
'Will you ever try Powerplay?'
'Probably Not.'
:rolleyes:
 
Fully agree on power play. Bgs manipulation in solo/pg has many of the same issues though. If someone is attacking our factions BGS but they're in solo, we can't do anything to stop them.

That's just not true. You can stop them. SDC opened my eyes to this when they beat the tar out of Mobius' BGS group a while back.

Big reason we've seen success in Colonia, a legendary bastion of PG/Solo players, is through creativity, charismatic leadership, and a focus on fun not results.
 
That thread effectively turned into ;-
'We don't want open only Powerplay because some bad people will demand the whole game to go open only.'
'but Sandro said this was only to effect Powerplay because it was intended for consensual PVP and PP doesn't really work when you have Pvt or solo mode'
'But they'll want open only CGs next'
'But they've said this proposal is only for Powerplay. You know the game mode doesn't really work as intended?'
'Yes, but I don't want the game to go open only.'
'Have you ever played Powerplay?'
'No'
'Will you ever try Powerplay?'
'Probably Not.'
:rolleyes:
This is so true.

As for the op: PP a definite yes. BGS a definite no.
 
Well, kinda, yeh.
I'm open. Where the heck is everyone? 😥
Yesterday, I was 40,000 ly from Sol, on the other side of SagA*. Where were you? ;)

Right now, I'm in No Man's Sky space instead, waiting for the new update.

But it's true though, I was playing in my alt-account two months ago, in open, in the bubble, and I didn't see a soul. Sorry, wrong, I saw 1 (one!) player at one point. It is kind'a empty. But it could also be a smaller player count right now. Waiting for the big update(s).
 
I miss this thread. It had given me such hope for the potential of powerplay. Instead, it's been relegated to the huge pile of abandoned features of Elite Dangerous.

But hey, at least someone's birthday wasn't ruined.
I can toast marshmallows on that burn.

Goes to show how little you have in the way of actual points or contribution to the thread.
You lost the argument so you fall back on insults. Hence why the argument for open only anything lost - too busy patting yourselves on the back for "sick burns" and not actually making any sensible points.
 
Goes to show how little you have in the way of actual points or contribution to the thread.
You lost the argument so you fall back on insults. Hence why the argument for open only anything lost - too busy patting yourselves on the back for "sick burns" and not actually making any sensible points.

You might want to check the (quite extensive) post histories of when Open Powerplay has been discussed in detail, where its pros and cons were debated at length. Far from 'losing the argument' Open Powerplay has a lot going for it and is a popular request by many.

Its also quite ironic that in a thread of positivity you did the equivalent of throw a tantrum, hence the notoriety of your post which is famous in many, many Powerplay Discords.
 
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