Power Play boring? (at least to me)

Shelfed the game after the alliance colonisation event and waited for powerplay, to give it a new try.
Well, in my opinion the whole thing still feels less like the promised and epic "trailblazing" experience and now more like a pen and paper rpg/strategy board game-hybrid. I like both of those but somehow i imagined ED being something different. As of now it feels patched together, and repetitive as if the devs desperately try to give people something to do (=grind) in order to keep them calm until "real" content is implemented...
Well, on the shelf, i banneth thee!
See you in a few months...
 
Tried it with two different factions and had hopes, but I couldn't stick with it. They're basically organized community goals. I like CG's a lot, but only on occasion. PP seems like a community goal treadmill for me. What I was really hoping for, and may get yet, was for the "new, improved" mission system to shine in PowerPlay. I was really wanting to see faction-specific missions, especially branching missions, deep strike raids and assassinations, recon missions, emergency supply runs to outposts in jeopardy, etc.

Different factions should have different missions based on their philosophy to give them more personality. Say a system is getting ready to flip. How does your power handle it? Political factions should have missions to deliver diplomats or aid. Militant systems should establish a military presence. Archon Delane should be sending in missions to screw up both sides, and it should be up to me as the player to decide which motive best fits my desired play experience. That would definitely give me the feeling of being a hotshot space pilots hiring out to the powerful overlord of my choosing rather than the regular Haul X to Y, farm conflict zone at Z.

I've said it before and I'll say it again... The ingredients are all there, they just need to be mixed into the bowl.
 
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