Power Play 2.0 and what I *want* to do

Hey all,

Not really been playing much of late. The last time I played a lot was during the Thargoid Titan saga. I liked that. AX ships currently rusting on the Carrier lol.

I never cared for the old Power Play, outside of getting some of the special modules - for which I did the bear minimum to obtain them. No role play, certainly no game play, just the shortest time possible spent grinding those merits. That's it. So, I got to play with the new module and go back to doing things I liked as soon as possible.

With Power Play 2, well, I feel that I should give it a go. However, I DON'T want to be obliged to undertake specific activities, or have other activities potentially compromised due to my pledge choice. I understand that there are likely more and less efficient activities based on time played to earn merits. That's cool and all, but I primarily play for fun - though I do sometime compete with myself to hit certain goals if I've so motivated. I.e. it's something I already like doing, so I get good at it. I don't like any sort of "you MUST complete these SPECIFIC objectives to proceed" stuff.

So, what do I like doing? Well, generally I like to do a bit of HazRes Bounty Hunting to unwind, often with a buddy. A couple of hours - if I'm lucky - chatting with a mate and shooting pirates. Fun. I understand that Bounty payouts can potentially be enhanced when pledged, depending on the Power chosen and the level I am with them. Does this impact ALL bounties, or just Power Play Bounties? I.e. destroying ships aligned with an opposing power. What limits are in place here? Can I just continue to hunt regular Pirates and gain Merits for it?

From time to time I get the urge to laser mine. I relax in my Type 9, music or a Youtube video on in the background and I spend a chilled couple of hours (tops) getting some Platinum or whatever. I understand that PP2 potentially gives some extra rewards (just merits?) for this activity, though ONLY if what I mine is sold in the same system. Is that right? Seems a little silly to me. I mine, hoard on my FC, and sell at a future date. Maybe months later.

Regular trading. That can be fun. Good when associated with a CG for some extra credits. While I'm rich, it's nice to be able to pay for a few months of Carrier upkeep in a couple of sessions. I saw that prior combat CG awarded extra merits if the player met specific criteria, but how is regular trading impacted? Is simply providing something a Station needs, or buying something they sell sufficient to gain merits with the controlling power?

Missions board missions. Sometimes I'll take a mission board mission. It might be a regular Courier type, where I get to fly one of my smaller ships for funs. It might be some "deliver the cargo" type thing, or perhaps I fancy running tourists for a bit. I don't often do combat type board missions any more. I used to like Assassination missions, but had several such missions bug out in a row some time back, so have avoided since. Perhaps I'll try again some day, could have just been a run of bad luck / busy servers.

These are the activities I do the most. Oddly enough, they're the ones I want to do. If being pledged to a power enhances the experience as I "level up" with a given power, or facilitate faster levelling. Great. However, what are the down-sides? Which activities might be compromised because I'm pledged to the "wrong" power for what I'm doing and where I'm operating.

As mentioned, I've not really played much for a while, was never interested in original Power Play, but would like to see if I can pledge, get benefits and continue to do the things I like. I've had people tell me how they've pledge to a Power, but then been off doing another activity - say a CG or just regular cargo hauling - only to get harassed by ships belonging to another power, when they just wanted a peaceful time. In one example I was given, they were attacked (while perfectly clean) approaching a Station they were delivering to. They fought back, and immediately became "Wanted" and the Station destroyed them. All because, while being a clean, law-abiding citizen going about legal activities, they were pledge to the "wrong" power for the system/station they were visiting and got attacked. Their attacker did not become "wanted" when they shot first, but the player did when they shot back. It was not a regular shooting in the no fire zone thing. Is it the norm that ships pledged to other powers are not subject to regular law and order? Seems a bit silly if true.

Just trying to understand things better. The last thing I want is some "blown up because PP2.0" when I'm just doing a regular, peaceful, legal activity. I understand there were perhaps some issues in PP2.0 early days, I'm unaware of them having not played. However, it's perfectly possible that some of the negative experiences people have shared with me were not as intended.

Basically, I just want to do my thing. If I can slowly - I'm not min/maxing here - gain some benefits, goodies, module unlocks by being pledged to a power while doing my own thing, that's great. If what I like doing is compromised by being pledged, then perhaps it's not for me. I do have most of the old PP modules I wanted at the time - Prismatics, Pack Hounds and a couple of others I actually use - but having access to something I'd not chosen and getting to play with it, might be fun. I think about it like this, I'm doing my thing and I get notified I've levelled up or something and gained a reward/perk/module unlock, all the while I've not even really been thinking of Power Play.

Anyway, thanks for reading, I'd be interested to hear people's takes on this. Perhaps I'm a bit more of a casual player these days, but I just want a chilled out time for the most part, no complications lol.
 
However, I DON'T want to be obliged to undertake specific activities
So when you first join, you will be given a set of 5 tasks to do. Once you do these (or failing that, do the new 5 tasks given the next week), you can basically do whatever you want. The first 5 are there to basically prove your loyalty, and the game will track your merits even before you do so, so once you finally finish those five, all the merits instantly apply.

Each power has their 'here are extra merits when you do (task)', but nothing is really off limits. If you are in a different power's space, you might be attacked by their pilots - depending on your rank, your power may cover part (or all) of the rebuy, should you need it.
 
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Hi @Scoob

Historical Data:

I played PP1 for the 4 weeks before PP2 launched and unlocked the module.

I played Power Play 2.0 from release until around mid February 2025 stopping at Rank 101. I had a lot of fun, gathering things and turning them in, picking things up and delivering them, scanning ships, trading rares, shooting enemy NPCs, stealing power play items from Ody settlements, adding control points to systems, gaining perks, gaining modules/weapons, scanning mega-ships, gaining engineering materials, acquiring systems, scanning wakes, promoting systems, flying around all over the place, etc... At one point I could gain up to 3 ranks (above a certain rank, maybe 15 or so, each additional rank requires 8000 merits) per day, if I had the time. In the end, I pushed myself too far, too fast, for me, and burnt out a bit on it.

I haven't played PP since then, other than a few rare cases where I could do some undermining just because I happened to be in a rival Power's system and I could get merits by shooting them down. I haven't been in or even near my own Power's systems in quite some time.

I've been off doing Colonization, BGS, helping friends with wars and colonization, participating in some CGs, theory crafting Panther Clipper II builds (It's releasing next week you know), etc...

Current Data:

Lately I've been thinking about getting back into Power Play. However, as noted in this thread revolving around the recent Decay mechanic introduced in Trailblazers Update 3.4, it "appears" to be much much harder now for an individual commander to make their mark on the PP map wrt Reinforcing one's own Power's systems. So I'm not so sure about that now as much of my previous work was in reinforcement, but I suppose I can try more new things...

That said, this table, by @Ian Doncaster , is absolutely indispensable* when playing Power Play. It will show you which game loop options (Activities) are available based on the type of system you're in (Uncontrolled, Rival Power, Your Power) as well as where to pick things up and where to deliver them and various other bits of information relating to the Activity in question.

Power Play 2.0 will give you weekly missions to complete. You must complete the first week's missions in order to start ranking, after that you can ignore them if you wish, however the weekly missions all reward extra "personal" merits upon completion which do not count towards system control level. But they do count towards your next rank and they're usually between 2000 and 4000 merits EXTRA (meaning above what merits you already get for performing the actions).

All-in-all Power Play is a lot of fun and there's quite a bit of variety if you play all the Activity** types (Acquisition Activities in uncontrolled systems, Undermining Activities in enemy Power's systems and Reinforcement Activities in your own power's systems), just don't expect the needles (progress bars) to move as much as they used to, which won't matter much if you're not worried about the BIG picture Power Play map.

Enjoy.

Footnotes:

* Another indispensible tome of knowledge, by @Nowski , provides a bunch of information about the different Powers, their Favoured Activities and Vulnerabilities, and is up to date with the status of any disabled bits. Its a lot of information and very condensed.

** Activities, in general, will be the same or similar to existing game loops, so there'll be new Activites for you to do that are similar to the game loops you already enjoy. There are several Activities that I have yet to try and I've already tried many of the new ones.
 
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So when you first join, you will be given a set of 5 tasks to do. Once you do these (or failing that, do the new 5 tasks given the next week), you can basically do whatever you want.
It's just that the weekly tasks give you extra merits. A quite significant amount of them. If your goal is to raise up in the ranks (and unlock the perks), you may still want to do those.
 
Great. However, what are the down-sides? Which activities might be compromised because I'm pledged to the "wrong" power for what I'm doing and where I'm operating.
The last thing I want is some "blown up because PP2.0" when I'm just doing a regular, peaceful, legal activity
In PP there is no 'safe' activity, because PP is explicit rivalry between 12 powers over multiple systems. 'Lawful' has a very flexible meaning and is not like the BGS where its more granular and binary.

Even with PP2s NPCs being anemic as they are, maybe you should consider not getting involved as it sounds you misunderstand what the feature entails.
 
Great. However, what are the down-sides? Which activities might be compromised because I'm pledged to the "wrong" power for what I'm doing and where I'm operating.
Any activity that requires you to spend time in space not in supercruise. If you're in signals you're on a time limit to finish and exit before scanned. If you're doing missions you've got the same time limit and several combat ones are just broken at the moment if you're powerplay or not. Mining should actually be fine you'll just do the usual and burn away from drop in to get away from the initial NPCs. Normal trade will not be a problem as stations aren't bad. Using carriers will be a problem. On foot might be impacted I never bothered to experiment skip that part of the game.
 
In PP there is no 'safe' activity, because PP is explicit rivalry between 12 powers over multiple systems. 'Lawful' has a very flexible meaning and is not like the BGS where its more granular and binary.

Even with PP2s NPCs being anemic as they are, maybe you should consider not getting involved as it sounds you misunderstand what the feature entails.

I was at first a little intimidated by the "HOSTILE" warning that pops up on the bottom right when travelling through territory controlled by another Power, but to be honest my experience has been, even when operating in Open, is that it's really not much different from being unpledged. I think I can count on one hand the number of times I've been attacked by Power NPCs while flying in and out of stations. I don't think I've ever had a hostile encounter with a Power NPC in supercruise. Power signal sources present a non-trivial risk of attack by hostile Power NPCs, but they're a bunch of creampuffs and while I suck at PvP, I'm more than good enough at PvE combat for such encounters to be interesting rather than annoying.

The only exceptions are enemy Stronghold Carriers, which are easy enough to avoid and are only worth visiting if one is looking for a fight anyway, and the usual Open danger zones that are places like ShinDez, Deciat, CG systems, other Engineer locations, and so on.

Of course whether or not this is worth it is entirely dependent on how one approaches risk calculus. If even the remotest chance of being set upon by a Power NPC or another CMDR is unacceptable, then stay away.
 
Thanks for the replies all, @nemolomen, lots to read, thank you.

I'll be honest here, I have zero interest in what's going on in the background. I don't care who takes what system - or however Power Play works - it has zero interest to me. I just want to (mostly) do my own thing and if I gain rewards alongside that, great. I'm ok with the initial "buy in" missions, but I will not be tied to any sort of "you must do this" activity.

Lots of reading to do when (if) I get some time later. I don't think this is a learn from experience feature, in that I really need to know what I'm getting myself in to.
 
There's not really much that you're getting into if you are just in it for some extra rewards as a "cherry on top" of things you already like to do.

In fact, once you get high enough rank you'll get free rebuys when you're killed by enemies so depending on your outlook you might say it's actually beneficial to be pledged to anyone at all.

That said, I've never been preemptively attacked by NPCs of enemy powers, even when in their territory. I think the only time enemy PP pilots would attack you is if they scanned you and you had powerplay specific goods in your cargo hold. But I can't even verify that because I've never sat still long enough for an enemy to finish scanning me while hauling powerplay specific goods, and besides hauling those is really not fun and the payout is awful considering the time-gated limited nature of them, so I hardly ever do it.

You've said you like to bounty hunt, trade, and do mission board missions. The mission boards sadly are barely tied into PP2 at all, unfortunately, but you could look at powers who give you bonuses for bounty vouchers and/or trade goods. The "catch" is usually just that you can't sell those things just anywhere. For example, if you joined Yuri Grom for his bonus bounty payout you have to sell bounties you collect in one of his systems. If you join Pranav for the bonus cash on biological scans then you have to sell those scans in one of his systems. You get the idea.
 
I PP 1.0-ed only for the modules until I got everything I wanted. 2.0 seems a bit more interesting but I have no idea which one to pledge to, since I don't really give a crap about any of them. Is there an advantage to one over the other now that power specific modules are not a thing any more?
 
I PP 1.0-ed only for the modules until I got everything I wanted. 2.0 seems a bit more interesting but I have no idea which one to pledge to, since I don't really give a crap about any of them. Is there an advantage to one over the other now that power specific modules are not a thing any more?

If the faction ethos or the characterisation does nothing for you, then each Power offers benefits for different in-game activities. For example, Li Yong-Rui offers a 100% bonus for UC exploration data when you sell it in territory controlled by his faction. Other Powers offer bonuses for handing in bounty vouchers, reduced module costs, etc. Check out the link for a more complete list.
 
If the faction ethos or the characterisation does nothing for you, then each Power offers benefits for different in-game activities. For example, Li Yong-Rui offers a 100% bonus for UC exploration data when you sell it in territory controlled by his faction. Other Powers offer bonuses for handing in bounty vouchers, reduced module costs, etc. Check out the link for a more complete list.
Thanks for the reply and link Istvaan. Looks like a great resource. o7
 
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