Power Play 2.0 - Minimum Expectations?

More integration with the main game
Mmmm... nope - we already have the BGS for that - i'd like for PP to remain an optional component that doesnt overcome the bgs.

Standard missions for each power that effect the bubble
Again, nope - same as above


Online only

Only and ONLY if PP2.0 is a PVP only activity - as in only direct PVP will provide the equivalent of merits in PP2.0
Which, imo, will never happen.
 
Mmmm... nope - we already have the BGS for that - i'd like for PP to remain an optional component that doesnt overcome the bgs.
Its a bit late for that, given PP right now overcomes the BGS by being a gov type wrangler of sorts and imposes perks and nerfs. In fact (just like the Thargoids) I'd argue for it (V2) to be successfull it needs as much impact on the bubble as possible- otherwise, whats the point?
 
I'd like to see an active front where pve and pvp combat is encouraged. Combat zones on foot and in space appear for planets that are contested on the front. Do away with fortifications and all that.. Keep the action concentrated on a front that moves with the daily tick. Perhaps the front could be defined as those boundaries where Powers bump into each other, perhaps a neutral zone x lightyears across where all planets within the zone are susceptible to powerplay activities.

Non-combat activities could be missions generated on a new Powerplay section of the mission board and could be things like retrieve intelligence (foot & space), procure goods, provide mined materials, disrupt facilities, upload propaganda, etc. and all of these contribute to a BSG-style calculation that determines the state of the planet each tick. States could be something like Loyal, Conflicted and Contested. When reaching Contested state the planet enters the combat phase where the combat zones open up and supporting missions are generated. Upon reaching a CG-style warscore threshold the planet may move to the other side, where it begins in Conflicted state and it would be up to the new owners to move it to loyal via completion of various activities.

The important bits are the front moves dynamically, and the front is where all the activity is, keeping players focused and engaged against each other.

Would be cool to have a political layer on top of the activities, perhaps influenced by story choices from FD, that could direct players to specific fronts, or provide temporary rewards, or create story events that impact what is happening on the ground. In this way FD could inject some momentum or aid against snowballing powers, to keep things interesting and moving.

Finally, do away with the power-hopping to obtain gear. Power-specific gear only works while you are loyal to the power.
 
I hope they take a look at the PP gear too and add at least 1 additional size category to every weapon. Should be also possible to get that gear from Human tech brokers, but only as a purchase, not unlock. That gives me another idea: Merits as currency. Instead of just getting merits to reach certain levels, the merits act as favours owed and can be cashed in in systems within Power's influence. Primarily to influence factions. Get reputation, reroll the missions, get credits, try to trigger a certain BGS state, and so on. Favorable faction would be cheaper to influence. Also purchase Power-specific gear.
 
If we're also talking about what we'd like to see instead of what we expect then I'd like to see something where the powerplay faction perks are dependent on the PP factions controlling other minor orgs in the game like ISS/FIA (providing +bounty) or various mining/logistics corps (providing +trade) etc and having control for those be a more concentrated fight than the territory stuff that's all spread out.

It might also be good if those get reset seasonally to help keep the balance and fighting going and to give the PP factions a "win" every now and then (though I'd also like it more if the "win" conditions for each PP faction were seperate from who controls the most territory and not neccessarily all mutually exclusive).

The territory stuff is okay and all in how it ties in with the BGS and how it looks cool on the map, but the gameplay around that will always just be an endless grind (which sadly is the point).
 
Finally, do away with the power-hopping to obtain gear. Power-specific gear only works while you are loyal to the power.
Get rid of modules being pledge-locked at all and move them to tech brokers located in according power's controlled systems. This way they still retain their special status (they can be only found in specific locations not all over the bubble), their availability will be tied to how well a PP faction is doing and gets rid of people signing up, waiting for a month and grinding 750 merits just for the modules, then defecting to get some other module.
 
Mmmm... nope - we already have the BGS for that - i'd like for PP to remain an optional component that doesnt overcome the bgs.
Honestly, I have the opposite viewpoint; BGS is supposed to be this background thing that just happens(hence the name: BACKGROUND simulation), NOT something we intentionally manipulate(very often). I'd much rather have Powerplay take up that mantle intentionally, and offer actual rewards for it to encourage more players to do it.
 
I imagine something integrated more closely to the Faction and BGS system which borrows mechanics from the Thargoid system states and how they are influenced. I dont think you should sign up for a power as now, but instead support various activities that may promote or degrade a specific power in an area. We must get rid of the current "Postman Pat" system thats in place. I also think that the way things work now were people sign up to a certain power purely to get a nice shiny eg Prismatic shields then jumping ship to another power for another nice shiny item needs to be got rid of. Instead these would go to tech brokers and have occasional rewards of said items available for certain power focused community goals.
I also note that Frontier mentioned 4 new ships. Maybe these are in some way linked to the powers and powerplay, in that we have Feds, Imps, Alliance, and Independents.
Powerplay also has to have some incentive to promote anarchy factions as they are being exterminated from the bubble at this time. To do this i think the effect powers have on areas of the bubble would need to be more obvious, not just a different face on signs and discounts on certain items eg Li yong Ru ship and module discount. This again ties in with the way Thargoid system states work as a Thargoid Alert system is a lot different in mood and risk than a Thargoid controlled system. If say a Fed power Hudson takes a system that was controlled by Imp faction (not power) then there should be the potential for damaged stations, refugee missions etc depending on how that power took control of that system.
 
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I also am of the belief the more impact it has on the bubble the better, it should be something all players should consider when playing, even if they're not directly participating.

I also think the relative bonuses each power gives to their respective control systems needs to be looked at again - LYR's module discount is valuable for every single player in the game. Hudson's guaranteed FDS in all shipyards isn't anywhere near as useful. those bonuses are quite skewed in value and importance
 
The best implementation of pvp I can imagine is discretely-hosted powerplay instances with power convoys that must be defended.

The thing about pvp is, if it happens in instanced space, hostile players who don't want to be seen can just futz their connection and never be seen. This instantly invalidates pvp. Not to mention people who just live in different time zones.

What is needed for good, meaningful pvp, is content where players MUST instance together to succeed. It also must have content that can't be fudged by having fake pledges suiciding to give the enemy free points.

So; the only ships that matter are the NPC ships. They only exist in ONE instance, and that instance is hosted by a PC controlled by Fdev. This shouldn't be that expensive; I can host an instance for free, essentially, so they should be able to, as well.

To defend those ships, you must instance with that PC. To attack those ships, you must instance with that PC. And to succeed, you must kill the defenders first, and then destroy the NPCs.

Poof, good PVP happens by default! Heck, it even gives a reason to use Torpedoes sometimes!
 
Honestly, I have the opposite viewpoint; BGS is supposed to be this background thing that just happens(hence the name: BACKGROUND simulation), NOT something we intentionally manipulate(very often). I'd much rather have Powerplay take up that mantle intentionally, and offer actual rewards for it to encourage more players to do it.
Perhaps it was supposed to be that, but we used to manipulate BGS all the time to change market prices for commodities. Judging by the rants in system chat, this absolutely annoyed local PP players at times. They are trying to create one thing for their PP goals, while another group was pushing another for their BGS goals. We were not in direct competition with each other, but we absolutely got in each other's way.

I am very happily surprised they are apparently revisiting PP in a major way. I never expected they would do more than a tweak here and there in that.
Curious to see how they go with it. Happier still about the new(ish) ships, but that is another thread. They are putting dev time into this game, and I hope it pays off by revitalizing and expanding the player base a bit.
 
Zero expectations. It's the only safe option.
This, ultimately.

But barring that, eliminating how separate and singular the activities are. It was a binary "I'm doing powerplay, or I'm not" as opposed to integrated with standard activity (e.g missions).

It'll have to take one of two shapes:
  • Completely divorced from the BGS (like current); or
  • Highly integrated with the BGS (a-la OG Powerplay concept, where powers rise and fall from the factions).
  • To be complete, a lite-integration won't really work for <reasons>

The two look very different from each other, but the latter has the overhead of needing the BGS to be completely rebalanced at the faction level (because it's incredibly imbalanced at the moment, in a host of ways). That would be a huge amount of effort (I would say, an unprecedented amount), and I'd be doubtful of that being done right... literally every game activity would be affected.

If I wanted to hope for one thing in particular, it would be the concept of a Naval Career Path emerging from the powers, where you have allegience to a Superpower (e.g Empire) but can undertake activities to support a particular imperial power, that are specifically for supporting the powers, but not like it currently is, so they are missions and activities like any other and reward as such, but the secondary effects are directed at a Power/Superpower level, and rank/reputation become meaningful in that context (because currently Superpower rep is virtually meaningless).

There's a piece that could also tie in to T2 NPCs... but again... zero expectations is the safest option here.
 
Honestly, I have the opposite viewpoint; BGS is supposed to be this background thing that just happens(hence the name: BACKGROUND simulation), NOT something we intentionally manipulate(very often). I'd much rather have Powerplay take up that mantle intentionally, and offer actual rewards for it to encourage more players to do it.
Yeh... so FD dramatically under-estimated how players would interact with the BGS. With OG PP meaning to be highly integrated with the BGS, I suspect they realised "Oh damn, we made this as a 'background' thing that people weren't meant to deliberately interact with directly, and as a result it's horribly imbalanced... we can't tie a competitive layer to this!"

That's very much still the case. How much of that apple FD want to bite off will ultimately dictate the shape of PP2.0
 
The best implementation of pvp I can imagine is discretely-hosted powerplay instances with power convoys that must be defended.
Can you imagine if they piggybacked the Frontline Solutions to put players into both ground combat, and carrier-based fighter combat?
 
Yeh... so FD dramatically under-estimated how players would interact with the BGS. With OG PP meaning to be highly integrated with the BGS, I suspect they realised "Oh damn, we made this as a 'background' thing that people weren't meant to deliberately interact with directly, and as a result it's horribly imbalanced... we can't tie a competitive layer to this!"

That's very much still the case. How much of that apple FD want to bite off will ultimately dictate the shape of PP2.0
My guess is FD see that most PP today is really BGS PP flipping systems- they'll build on faction expansion and give it a visible method and UI.
 
Honestly, I have the opposite viewpoint; BGS is supposed to be this background thing that just happens(hence the name: BACKGROUND simulation), NOT something we intentionally manipulate(very often). I'd much rather have Powerplay take up that mantle intentionally, and offer actual rewards for it to encourage more players to do it.
BGS wasn't ment to be played, but it ended up being the one of 4 late game activities people do once they have achieved all the progression they want to do. I'm all for PP being a better, designed for the purpose version of this, but it's also probably too late to make us BGS players completely abandon our projects now.
 
That could be a low enough number that it doesn't matter, meaning there's no real risk for FDev if the new system also sucks except for some wasted dev time. I wonder if that's why powerplay was chosen for the overhaul instead of other features.
Im not sure, i think they are slowly beginning to realise just how good the game they made is, others in recent years have come and not lived up to the hype, Elite is still the best out there as far as im concerned.
So how to get new players?
Just like Everquest ED has a core of players (mainly out in the Black) like me who are trapped in the Hotel and will never leave, no matter what.
Make PP a PvP activity, i will just hand in my resignation to our great leader and head back out to Lyra's.

More ships regardless of whether they are variants of existing ones are popular and will make headlines for the sales reps streamers.
New content/upgraded content will keep existing players busy for a while until they have the next narrative planned after the demise/retreat of the Thargoids.
There's plenty of lore and sub plots out there to keep an enthusiastic content designer going for years especially if they draw from some of the many novels written around the game.

I think PP was chosen for an update as its one of the only realistic things they can revamp without major mechanics and it can create more content for the future depending on how the rework is done.

Personally im just really happy they are doing stuff on Elite to keep it going, times are tough for businesses atm especially when they have rising costs and the same income.
The only games with a stable income to convert to development hours are those with a subscription, but that's another thread.

O7
 
Would it be feasible to remove the Power status from the current PP clowns and turn the largest PMF into Powers?
Reaching a certain size would grant the Powers status, losing systems below a certain number will lose the Power status
Make expansions harder (end easier to attack) the farther away from the home system - so a PMF cannot rule the entire bubble

This way will provide a lot more of an engagement field for the players and being a PMF with 100+ systems would actually mean something and will gain visibility (and a new set of enemies)
 
Would it be feasible to remove the Power status from the current PP clowns and turn the largest PMF into Powers?
Reaching a certain size would grant the Powers status, losing systems below a certain number will lose the Power status
Make expansions harder (end easier to attack) the farther away from the home system - so a PMF cannot rule the entire bubble

This way will provide a lot more of an engagement field for the players and being a PMF with 100+ systems would actually mean something and will gain visibility (and a new set of enemies)
Personally i never want to see PMFs as powers or controlling Powers, that should be the realm of Fdev.
I trust some of the players out there as far as my ageing body could throw them.

O7
 
Would it be feasible to remove the Power status from the current PP clowns and turn the largest PMF into Powers?
Reaching a certain size would grant the Powers status, losing systems below a certain number will lose the Power status
Make expansions harder (end easier to attack) the farther away from the home system - so a PMF cannot rule the entire bubble

This way will provide a lot more of an engagement field for the players and being a PMF with 100+ systems would actually mean something and will gain visibility (and a new set of enemies)
Fundamentally, I think a progression from Faction to Power means it needs to transcend from system control to regional control, much like the current powerplay, and not have a system control focus, otherwise the rise and fall of factions to powers and vice-versa won't really work/

If they were to do an OG powerplay where this happens... it needs to be distinct, otherwise, much like current BGS, big factions get bigger, other factions just languish.

In other words, Factions ascend to Powers, for BGS reasons.
Powers descend back to Factions, for Powerplay reasons.

But those two sets of reasons are distinct.
Personally i never want to see PMFs as powers or controlling Powers, that should be the realm of Fdev.
I trust some of the players out there as far as my ageing body could throw them.

O7
Good thing there's no difference between PMFs and Factions 🤷‍♀️
 
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