So... this is a system designed for further PvP competitive play with a territory based land-grab feature that you do for an NPC?
I'm really struggling to understand why this system is designed the way it is on the basis that there are already Minor factions, and Major factions... neither of which you can actually become a member of, aside from gaining ranks with the Major factions - you're still actually not a part of them or bound to them in any way. So that's the NPC side sorted already...
Then there's power factions, where you pledge yourself directly to... yup, another NPC? It's just another feature that has a complete disconnect for the player in that universe because you literally can't become a part of anything unless you decide to form your own clan via name tag with your friends but that has no merit whatsoever in the game functionality.
At this point, I'm looking at the map for Hudson... last week there were a couple of profitable systems that could have been taken. I prepared them myself, to find that other Hudson players (I'm assuming only players can do this) have nominated star systems far, far away from the main system which no one then fortifies... let alone having all of the other controlled systems costing a defecit of CC.
So, Hudson is basically screwed right now with what seems to be players intentionally trying to cripple the power by claiming systems that'll cripple the income as the "top 10" and not fortifying any systems beyond two or three jumps from the main system.
That leaves me to believe that this whole system is basically flawed for two reasons;
A) The AI isn't smart enough to prioritise systems that actually benefit the power over the ones that players nominate for preparation by greatly exceeding preparation.
B) Literally anyone can join a power faction, cripple it, and then leave it for the faction that benefits most.
So my main question really is this;
Why hasn't "Powerplay" been designed properly as a PvP allegiance system?
Literally, I can spend about 60 seconds thinking about this and come up with a better solution;
- Players purchase a permit that allows them to create a faction (name it, set up a "homeworld" nominated system)
Basically... convert the current Powerplay feature into an allegiance system that scraps fighting for more NPCs that you have absolutely no affiliation with, no way to speak to other players a part of that power, and can't prevent people sabotaging your gameplay experience.
EDIT:
I've actually found a really old post about why Powerplay is good, and literally the first point is discussing exactly what should be in the game, being utilised externally and then the second point is LITERALLY what I'm suggesting should be in the game (The ability for players to decide how the galaxy unfolds, not an NPC that can't make decisions that can benefit the faciton);
https://forums.frontier.co.uk/showt...ot-understand-what-Powerplay-adds-to-the-game
I just don't understand how Frontier, and to some degree the players, think that this is the best system when it could be so, so, SO much better with slight tweaks and open up the game to be an interactive online RPG Space Shooter... instead, from the four days of constant flying I've had so far, I've come across ONE player in game that's interacted with me. The "Multi-crew" function where I thought I'd be able to speak with people and have some fun with, is just "DON'T SIT IN THE TURRET SEAT" and that's it... no more chatter, no help, no chat.
I'm really struggling to understand why this system is designed the way it is on the basis that there are already Minor factions, and Major factions... neither of which you can actually become a member of, aside from gaining ranks with the Major factions - you're still actually not a part of them or bound to them in any way. So that's the NPC side sorted already...
Then there's power factions, where you pledge yourself directly to... yup, another NPC? It's just another feature that has a complete disconnect for the player in that universe because you literally can't become a part of anything unless you decide to form your own clan via name tag with your friends but that has no merit whatsoever in the game functionality.
At this point, I'm looking at the map for Hudson... last week there were a couple of profitable systems that could have been taken. I prepared them myself, to find that other Hudson players (I'm assuming only players can do this) have nominated star systems far, far away from the main system which no one then fortifies... let alone having all of the other controlled systems costing a defecit of CC.
So, Hudson is basically screwed right now with what seems to be players intentionally trying to cripple the power by claiming systems that'll cripple the income as the "top 10" and not fortifying any systems beyond two or three jumps from the main system.
That leaves me to believe that this whole system is basically flawed for two reasons;
A) The AI isn't smart enough to prioritise systems that actually benefit the power over the ones that players nominate for preparation by greatly exceeding preparation.
B) Literally anyone can join a power faction, cripple it, and then leave it for the faction that benefits most.
So my main question really is this;
Why hasn't "Powerplay" been designed properly as a PvP allegiance system?
Literally, I can spend about 60 seconds thinking about this and come up with a better solution;
- Players purchase a permit that allows them to create a faction (name it, set up a "homeworld" nominated system)
- Expansion on this is that you also allow players to "build" a station. Which could have:
- Methods of upgrading to allow for shipyard to store ships.
- Add turrets that shoot listed enemies.
- Act as a HQ for all faction members to interact with one another and store or trade materials
- A new feature of being able to destroy player controlled stations in a new style of "MVP" (Protect / Assassinate) combat between two or more teams with with the MVP in this instance is the station.
- This is the starting point. The new player faction must compete by claiming influence over the minor NPC factions that operate in that particular system which ultimately sways power and control into your factions favour.
- Once the system is claimed by a particular player's faction at the end of the cycle, the other player factions are left disbanded without a "homeworld" system to operate from and the controlling player must keep their faction in control of this system by keeping the influence up.
- Other player factions may sabotage your influence through typical methods.
- If the new feature of a player-owned station is formed, this wouldn't be attackable unless the faction is A: In decline, and B: Only controls their homeworld system.
- Once a controlling faction expands their territory, their homeworld system cannot be taken, and players can no longer found new player factions within that system.
- Systems not nominated as homeworld systems can have any player factions created in them.
- Player factions must take control of connected stars (say limited to around 20Ly) only, preventing players from travelling across the galaxy to claim stars where they can't be defended.
- Each star system generates the same CC system already in place, and each system requires fortifying dependent on what that system provides to the faction.
- Only players may join the player factions, and would be accepted upon request by the faction leader, or nominated personnel.
- Ranks are nominated by the faction leader (as would any typical clan/allegiance system).
- Player reward output is proportional to the PROFIT the faction generates through controlling systems. If the faction is in defecit and receding at the end of the current cycle there are NO financial rewards.
- To prevent faction leaders immediately promoting all players to the top ranks to allow them to receive all the rewards and bonuses, the faction must meet requirements each cycle in order to unlock the rewards to be allocated.
- Player factions can only be entered into the Top 10 when they meet all of the criteria;
- The faction controls 5 or more systems.
- The faction is not in defecit/decline.
- The faction was among the top 10 player factions that expanded the most that current cycle.
Basically... convert the current Powerplay feature into an allegiance system that scraps fighting for more NPCs that you have absolutely no affiliation with, no way to speak to other players a part of that power, and can't prevent people sabotaging your gameplay experience.
EDIT:
I've actually found a really old post about why Powerplay is good, and literally the first point is discussing exactly what should be in the game, being utilised externally and then the second point is LITERALLY what I'm suggesting should be in the game (The ability for players to decide how the galaxy unfolds, not an NPC that can't make decisions that can benefit the faciton);
https://forums.frontier.co.uk/showt...ot-understand-what-Powerplay-adds-to-the-game
I just don't understand how Frontier, and to some degree the players, think that this is the best system when it could be so, so, SO much better with slight tweaks and open up the game to be an interactive online RPG Space Shooter... instead, from the four days of constant flying I've had so far, I've come across ONE player in game that's interacted with me. The "Multi-crew" function where I thought I'd be able to speak with people and have some fun with, is just "DON'T SIT IN THE TURRET SEAT" and that's it... no more chatter, no help, no chat.
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