Obsidian Ant's "Powerplay Rant"

Viajero

Volunteer Moderator
Further integration? There's none to begin with. PP is a minigame separate from the whole. Ignoring it has no effect on anything.

CC yield is tied to (at least) population at the moment as far as we know. The kind of integration I am talking about is: https://forums.frontier.co.uk/showthread.php?t=155121&p=2373574&viewfull=1#post2373574

PowerPlay: Can players affect CC yield of systems via background simulation actions?

According to the PP manual, CC yield of systems is proportional to population, but

- Do we know if there are other factors that affect CC yield? Such as the Government type, economy state (boom), security level etc for example?
- Can players affect those factors via activity within the background simulation (i.e. local minor faction missions, local trading, bounty hunting etc?

Any light on this by devs would be great.

Being able to influence via background simulation the factors that affect CC yield would be awesome. For example, we would be able to recover a negative CC yield system etc. More gameplay options for PP players to have an actual impact and manage PP.
 
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This is the main problem I have with the whole game at the moment. The supercruise game doesn't connect to the RES game, The RES game doesn't connect to the trading at stations game, the influence at station game doesn't have any connection to powerplay, the powerplay game doesn't connect to the conflict zone game. These separate elements are good, but they need to come together.

100% agree, this is my issue with the game as it stands, nothing in the game actually has any real impact or tie to anything else in the game, it all feels as if each area is developed by a separate person and none of them ever talk to each other. The main factions serve no purpose in the game other than to unlock 2 ships halfway through, we had plenty of minor factions, but now we have medium factions. I wouldnt mind so much if PP had added something new to do, but all we have are 2 new missions which are exact copies of missions we already had. Deliver commodity X to station Y and kill X ships in system Y. What was the point?
 
100% agree, this is my issue with the game as it stands, nothing in the game actually has any real impact or tie to anything else in the game, it all feels as if each area is developed by a separate person and none of them ever talk to each other. The main factions serve no purpose in the game other than to unlock 2 ships halfway through, we had plenty of minor factions, but now we have medium factions. I wouldnt mind so much if PP had added something new to do, but all we have are 2 new missions which are exact copies of missions we already had. Deliver commodity X to station Y and kill X ships in system Y. What was the point?


i totally agree with this opinion.
all the factions are souless,i have no urge to see any of them be the dominant force.

all they added was boring text driven same as before stuff......if i wanted to play politics i would get my zx spectrum out of the loft and play "yes prime minister".
 
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