Powerplay Power Play: History and Discussion

A month ago I started a discussion about the Overhead formula and its history. Two weeks ago I broke down how the game presents Power Play lore to us as players.

I've read or skimmed several of the dozens of 'How to Fix Power Play' posts as much as y'all have. I imagine if FDev reads them, they're well beyond the point that some of us are reaching: 'please stop berating me' alongside 'oh gods, another pitch'.

So I'm not going to do that. I've done it before in chat, but I won't make an(other) epic post about how I think we should fix it. I want to examine the history of Power Play's mechanics and compare them to the easily apparent problems pervading the Power Play system. While I have followed Power Play for over a year, I can't claim to have an eidetic memory of every mechanic or change, so I'll appreciate notes alongside discussion.

Primarily, however, I want to make a point to remind everyone of what I think the biggest question FDev and us players all need to find our own answer to:

What is Power Play for?
and
What should Power Play be for?

Rating-based bonuses:
As far as I'm aware, these have never changed from the start of Beta until now. Several of them were buggy, and, I believe, are finally fixed and working as intended.

Control Effects:
Once again, these have always been buggy, but the only effect which has changed was the addition to Delaine's influence legalising Slavery and Imperial Slavery.

Rating System and Compensation:
Throughout the Beta, there were no hard numbers delineating the Ratings system, nor was there a salary. The only compensation received was via the Ratings bonuses. Merit Decay existed, but Ratings were internally competitive: only the top 10% of pledged CMDRs the previous week would achieve the Rating 5 bonus, and only the top 50% would have access to the Power-specific module.

(Opinion): With no salary and zero guarantee of achieving Rating 5 bonuses, would there be any incentive for CDMRs who are not loyal to the Power to contribute? Yes, participation in Power Play would be lower across the board, but how is that different from what we're seeing now? Currently, CMDRs running logistics for the Power rarely make a 'profit' from their salary.

Undermining:
Undermining within a Superpower operated the same way, pirating fortification supplies, but only 1 merit was earned per ton. That change happened sometime between Cycle 10-20. Undermining non-allies via combat was also reduced, I believe 15 merits per ship destruction.

(Opinion): Merits earned were lower, with only 1 merit per ship destroyed in an Expansion Combat Zone. But, again, it's doubtful there was ever an expectation that CMDRs would deliver the numbers we repeatedly see every week.

Overhead:
Apparently, Overhead didn't exist until Cycle 2, and its original introduction limited Powers to somewhere between 700-800 exploited systems, depending upon their total Command Capital profits. Over several months, the Overhead formula changed to rely on the count of Control Systems, using an average count of uncontested exploited systems per control system.

(Opinion): The concept, of course, is that every exploited system costs a certain amount of political capital to influence but the current implementation makes it appear simply as an additional and unseen upkeep cost per control system.

If that doesn't cover all of the changes since Beta, please let me know.

So, what are the biggest problems and loopholes in the Power Play mechanics?
  • Fifth column preparation targets which sabotage a Power's deficit.
  • Grinders who repeat actions, unhelpful or not, to reach the 10,000 merit count for the Rating 5 bonus and the salary which comes along with it.
  • Collusion piracy 1) to maintain the Rating 5 bonus as cheaply and easily as possible, 2) to control a potentially disastrous turmoil, 3) to destroy a Power from within, 4) to save a Power by undermining deficit-causing systems.
  • Power Play mechanics encouraging a repetitive weekly 'grind' to maintain a CMDR's Rating status within the Power, or an uphill battle to derail sabotage.

One of the most effective Power infrastructures suffered a near complete collapse because half of them were frustrated by FDev's inaction or failure to respond to player concerns. Clearly, when the meta-game layer of Power Play was conceived, it relied on the concept of collapse to lend the system some fluidity and variety, so the collapse of player organisations can be taken in stride. Thus, the 'salty' words from disaffected player groups have to be taken with a grain of salt, as the system was conceived with the potential for failure.

However, it's difficult to ignore that dedicated players have been burning out and fleeing from Power Play in droves. Add to that the evidence than a contingent of this organisation has pledged themselves to their former adversary in an effort to sabotage and destroy the Power from the inside, and it's a development that should be worrying anyone who still enjoys participating in Power Play.

Now, that we've seen how Power Play was originally designed, and the largest problems inherent in the design and exacerbated by the fixes, let's revisit that question:
What should Power Play be for?

As the headline improvement for patch 1.3, Power Play arrived at a time when CMDRs demanded more PvP content. It arrived waving flags and Power decals for spaceships, and highlighting combat. The mechanics allowed for heavy logistical contribution, and half of the Powers had no combat aspects outside of Undermining. And these mechanics also failed to encourage PvP activity, going so far as to discourage it. The best result a PvP pilot could achieve was 'merit denial' of the opponent, and the worst result would be the wiping of the past play session's effort.

The addition of collector limpets should have led to a spike in PvP piracy, at the very least around high traffic resource extraction sites, if those were used for mining.

So we have a system of colourful bubbles which still doesn't appear to have a clear reason to exist. Granted, it took player organisations at least a couple months to figure this out, and the rest of us are still sticking it out for the sake of the communities we've built and our obsessive natures.

If we don't know what FDev thinks Power Play should be for, we come back to the question that will drive any concept of fix, improvement, or wipe of the current Power Play system.

What do we think Power Play should exist for?

We have player group factions we can fight for and push to a greater galactic presence. We have communities which operate more for the larger gaming community than for the game itself. We have GalNet submissions forum to tell our personal stories, especially at the local level. And we even have assurances from Michael Brookes that the Naval Ranking Progression will eventually reach a state where it will feel more like a career than an XP bar. We don't need an abstract meta-game layer to the galaxy to meet those goals.

  • What do want out of Power Play participation?
  • What do you think your fellow CMDRs want out of Power Play?
 
While I have followed Power Play for over a year, I can't claim to have an eidetic memory of every mechanic or change, so I'll appreciate notes alongside discussion.

Just to contribute a bit here, I've kept some condensed change notes in my stats spreadsheets. They include events that notably impacted Powerplay activity as well as actual patches/bugs. They are dated by cycle, so that could be potentially problematic if you are looking for a specific date. The Overhead formula change didn't impact merits in a meaningful way, so I didn't include that in my spreadsheet.

Cycle 9 - Combat/Piracy Merit Buff
Cycle 18 - CQC / Interdiction difficulty increased
Cycle 24 - 1.5 Beta
Cycle 25 - 2.0 Beta
Cycle 28 - 1.5 & 2.0 release
Cycle 30 - Christmas
Cycle 31 - New Year
Cycle 44 - FD Raw Data missing Prep Data
Cycle 49 - 2.1 Beta begins
Cycle 52 - 2.1 Launch - Combat Expansion Bug Introduced
Cycle 53 - The Great Borked Cycle - No Exp, No Opp, AI Buff - "Christmas Truce"
Cycle 61 - Combat Expansion Bug Fixed

Rating-based bonuses:
As far as I'm aware, these have never changed from the start of Beta until now. Several of them were buggy, and, I believe, are finally fixed and working as intended.

Technically LYR's ship discount should not exist. He should only provide module discounts. But shhhh, don't tell FDev. ;)

Control Effects:
Once again, these have always been buggy, but the only effect which has changed was the addition to Delaine's influence legalising Slavery and Imperial Slavery.

The Patreus 10% Imp Ship Discount was also properly applied with the patch 1.5/2.0 release. I'm sure there have been a number of fiddly changes like that.

Rating System and Compensation:
(Opinion): With no salary and zero guarantee of achieving Rating 5 bonuses, would there be any incentive for CDMRs who are not loyal to the Power to contribute? Yes, participation in Power Play would be lower across the board, but how is that different from what we're seeing now? Currently, CMDRs running logistics for the Power rarely make a 'profit' from their salary.

I have to mull this one over a bit. Folks may not make a profit, but they can at least approach break-even. Unless of course they are gaining merits through collusion piracy. "Receivers" can make a profit easily. If they mirror their activities within an enemy for some nice 5C collusion piracy, both sides can profit.

Undermining:
Undermining within a Superpower operated the same way, pirating fortification supplies, but only 1 merit was earned per ton. That change happened sometime between Cycle 10-20. Undermining non-allies via combat was also reduced, I believe 15 merits per ship destruction.

(Opinion): Merits earned were lower, with only 1 merit per ship destroyed in an Expansion Combat Zone. But, again, it's doubtful there was ever an expectation that CMDRs would deliver the numbers we repeatedly see every week.

From above - Cycle 9 - Combat/Piracy Merit Buff

Overhead:
Apparently, Overhead didn't exist until Cycle 2, and its original introduction limited Powers to somewhere between 700-800 exploited systems, depending upon their total Command Capital profits. Over several months, the Overhead formula changed to rely on the count of Control Systems, using an average count of uncontested exploited systems per control system.

(Opinion): The concept, of course, is that every exploited system costs a certain amount of political capital to influence but the current implementation makes it appear simply as an additional and unseen upkeep cost per control system.

Here's a fun little spreadsheet I put together some time ago that illustrates the difference between the old and new Overhead equations.


If that doesn't cover all of the changes since Beta, please let me know.

Most other things are just fiddly. Like the removal and then return of populated systems without planetary bodies.


As the headline improvement for patch 1.3, Power Play arrived at a time when CMDRs demanded more PvP content. It arrived waving flags and Power decals for spaceships, and highlighting combat. The mechanics allowed for heavy logistical contribution, and half of the Powers had no combat aspects outside of Undermining. And these mechanics also failed to encourage PvP activity, going so far as to discourage it. The best result a PvP pilot could achieve was 'merit denial' of the opponent, and the worst result would be the wiping of the past play session's effort.

The addition of collector limpets should have led to a spike in PvP piracy, at the very least around high traffic resource extraction sites, if those were used for mining.

So we have a system of colourful bubbles which still doesn't appear to have a clear reason to exist. Granted, it took player organisations at least a couple months to figure this out, and the rest of us are still sticking it out for the sake of the communities we've built and our obsessive natures.

If we don't know what FDev thinks Power Play should be for, we come back to the question that will drive any concept of fix, improvement, or wipe of the current Power Play system.

What do we think Power Play should exist for?

We have player group factions we can fight for and push to a greater galactic presence. We have communities which operate more for the larger gaming community than for the game itself. We have GalNet submissions forum to tell our personal stories, especially at the local level. And we even have assurances from Michael Brookes that the Naval Ranking Progression will eventually reach a state where it will feel more like a career than an XP bar. We don't need an abstract meta-game layer to the galaxy to meet those goals.

  • What do want out of Power Play participation?
  • What do you think your fellow CMDRs want out of Power Play?


What is Powerplay for?
The best thing I can figure is that it was a stab at dynamic community goals that would hopefully influence the story, much like the old Patreus forecloses on X system, or Halsey fighting to keep Y system in the Federation. For its first month, Powerplay did influence the story... a bit. I don't have time to link them individually now, but I've listed a few relevant articles below that can be easily searched here.

Here's a list of (what I believe are) Official FD Powerplay Articles from that first month of Powerplay:
10 JUN 3301 - Getting Serious About Tascheter
10 JUN 3301 - Federation Goes All In
11 JUN 3301 - Controlling the Credit Crops
18 JUN 3301 - Kappa Fornacis Calls Federal Freedom Into Question
19 JUN 3301 - Angels Flock to Follow the People’s Princess
21 JUN 3301 - Prime Minister Mahon Announces Open Trade Agreement in Old World Cluster
23 JUN 3301 - The Science of a Safer Society
24 JUN 3301 - Terror in the Pegasi Sector
28 JUN 3301 - Prime Minister Mahon announces open trade agreement for Lave cluster

Players caught on and started writing their own articles for Powerplay (myself included). I fear it was also at this time that the infeasibility of such chaotic activity guiding the main storyline was made clear to Frontier, and they returned to the more traditional CGs to provide the "choose your own adventure" aspect of their storytelling.

Whether or not we players turned Powerplay into something it was never intended to become, I don't know. I fear our divergent understanding of the purpose of Powerplay also left the community with erroneous expectations. In some ways, I think what we've done with Powerplay has been great. Communities grew around the powers and have accomplished great things and woven their own stories. I believe the community building is one of the great successes of Powerplay, but that has little to do with the actual mechanics.

What should Powerplay be for? Well, it makes nice colorful bubbles on the galaxy map that help me orient myself. Other than that, with the list of updates and changes coming down the pipe, frankly, I don't know what it should be anymore.

Another question that I wrestle with is: Is it worth it to Frontier to commit further development time to Powerplay? If the answer to that is "no," then the next logical step may be to remove it from the game. If the answer to that is "yes," the next questions are, what is the vision behind the changes, what will change, and when? And, if the answer is yes, my follow up question would be, "How can I help make Powerplay great again?"
 
It's one of those things where it could have been more but fell through on execution.

It wouldn't have been too much of a hassle to have a staff writer look through the results of each week's activities and write appropriate articles to post in each power's HQ. That could have spiced things up quite nicely.

If the game supported ways of broadcasting communications, it would have helped quite a bit in trying to organize activities. After we got the Alliance Office of Statistics faction introduced to Gateway (Mahon's HQ), I tried several times to get PowerPlay strategies written as news articles posted in Gateway, but none were ever picked up. They'd typically read something like this

Traffic predictions for this week suggests a busy week for Alliance Bureaucrats travelling from Lugh to either Aditi or Eshu, while reports indicate a diplomatic breakdown in negotiations between Alliance Bureaucrats and officials in Sothis.

Anyone who knows about Powerplay will read that and see that we're trying to prepare Aditi and Eshu and have no interest in expanding Sothis. But no. Never accepted, never got any kind of feedback. Try to be more specific about PowerPlay and that'd get shot down with "don't talk about PowerPlay!!!11!!1!ONE! faster than a Sidewinder by a ganksquad instead.

All in all the complete lack of any kind of in game organization of any kind beyond winging up with someone is one of the biggest and most idiotic things about PowerPlay and player made factions.

I'm the type of person who quite likes tinkering with all kinds of things, and I've put more time into PowerPlay than I care to even speculate, but PowerPlay has some flat out moronic "features".

1) How is the score calculated? I don't mean "it's a combination of ...", I want the exact method used to the point that I can plug it into a spreadsheet and get the results.
2) How are triggers calculated? I don't mean "it's a function of distance ...", I want the exact formulas used.
3) How is upkeep calculated? See above
4) How does GalNet arrive at its conclusions? See above, and especially for turmoil.
5) Constantly changing rules without any indication of what the rules themselves were supposed to be before and after the change happened. Just look at the messes that have been turmoil over time. You can lose systems and gain systems at the same time. No you can't. Yes you can. No you can't. You just can! No you can't. When the senior producer responsible for PowerPlay doesn't even know the rules, how on Earth is anyone else supposed to figure them out?
6) No way of organizing any kind of player base in the game itself.
7) How are we supposed to influence a power, when there is absolutely no connection between what happens in PowerPlay and anything else? For example, Ithaca. Mahon control system, population of 7,500, typically sees about 1,500 ships destroyed every single week! How? How does a system manage to see 20% of its population killed every single week without any kind of impact? Seriously - since Ithaca joined Mahon it has seen more than 3,000,000 merits worth of undermining in total. That is one hundred THOUSAND ships destroyed. Even if we go with the very generous idea that every single merit was gained by wings of four, that's still more than twenty five thousand ships destroyed in about a year. In a system with a population of 7,500 people. I submitted a Galnet article about this complete madhouse, but it was ignored as well. Currently Emperor Duval is in military control of the Federation shipyards in Beta Hydri, yet, again, nothing on Galnet outside of a freelance article. Nada, nix, nothing, nil, zilch ... I do not have the vocabulary required to describe how empty Galnet is about anything in PowerPlay.

PowerPlay is supposed to be about politics between powers, but in the end it turned into politics between player groups, because that's the only place there was ever any kind of direction given in terms of what the power characters wanted to do.

PowerPlay is basically an idea of a nice new cake recipe, topped off with some decorative frosting ... and then put together by people who didn't know that you shouldn't use the whole egg, that you can't replace sugar with salt, just because they look the same, that plaster isn't suitable as frosting and that 160 °C is not the same as 160 °F and it just got put into mass production. Yet we're the ones stuck trying to eat it.

Honestly, even though I've poured a massive amount of time and effort into trying to help guide Mahon pledges, I'd rather just see Frontier say "well, it was a nice idea, but a terrible execution, so we're scrapping what we have and replacing it with something entirely new" - as long as that comes with actual tie ins to Galnet and has actual impact on the game and its lore.
 
except for the "salt" part, which should translate into angry, disappointed, disillusioned, in order to be more accurate, you are making some good points. However for over a year I have been following the same threads and it does not seem FDev lacks ideas. They seems to be either short on resources, or of will to take the game in this direction: multiplayer player driven content. Even with Winters on the brink, the Federation continues undisturbed its lore and story, as if nothing has happened. Even Halsey seeks to settle in Alliance space. Maybe they should have pushed a story like "Halsey gets back into politics, seeing what Winters has done with the place". Even if it does not account for what has really happened, at least some kind of acknowledgment of Power Play actions.

Should they choose to improve Power Play with some clear ideas, of what they want to achieve with it, I would hope they reconsider the "bubble" thing. Each systems should pledge their support to a Power, based on the controlling faction. Each system should have some kind of relevance to that Power, so that players would fight over them. They could even use this mechanics as prerequisite to their stories. If the Empire&Federation want to build ships, they need federal/imperial Powers to control some regions, that would have for example ports or something.

Furthermore the idea of the salary is weak. You do not want to attract people to Power Play for money or modules. You want to make them play for story and lore. It's much easier now to make money than it used to be. Or you could start paying a salary after x weeks of being pledged and active.

I hope they do something with it. I find lore and role play to be much more effective at keeping people interested than cool features. If you look at "educating ED" series, he always goes to a group that plays some kind of role. I wish they would support that more for more than the exploration guild.

I mean you want to play a game because it opens a door for your imagination. It's a very basic way to experience a story from the first person point of view. Of course ED offers skill based fights (more so before the engineers) and some players want to disconnect from their real life stress and engage in this kind of game play. But even with the "arena", which theoretically offers exactly this, they usually prefer the "real" game. Why?! I think because it gives the framework of a story, or role play.

ED offers true visual delights and some like the "code" and the technological achievement behind it. But even they have formed groups with lore and stories.

Power Play as an idea could integrate all these strings into one huge story, with player driven content or player driven reactions. Imagine if aliens would come and the Powers, this means player groups, would have to respond to them through actions. Like what the official lore is doing now. Building stations, ships, outpost. Wouldn't it be more fun for players to expand to certain systems, that Fdev deems lore important?!
 
Nothing to add except it's a heck of an accusation here:

"Add to that the evidence than a contingent of this organisation has pledged themselves to their former adversary in an effort to sabotage and destroy the Power from the inside, and it's a development that should be worrying anyone who still enjoys participating in Power Play."

5c has always existed, I've not seen any evidence presented in support of this particular accusation on this forum. Your post would be just as meaningful without it.
 
Nothing to add except it's a heck of an accusation here:

"Add to that the evidence than a contingent of this organisation has pledged themselves to their former adversary in an effort to sabotage and destroy the Power from the inside, and it's a development that should be worrying anyone who still enjoys participating in Power Play."

5c has always existed, I've not seen any evidence presented in support of this particular accusation on this forum. Your post would be just as meaningful without it.

Apologies, I thought it was widely acknowledged at this point. Kyrthak/Speedbump has the plethora of the evidence.
 
Pirates were probably kept out of the loop since it didn't concern us per se - however evidence has now been presented to me in private.
 
you cannot have a post about Power Play without some accusation or hints to "salt". If you want to paint the group you are part of as white knights and another group, that you do not belong to, as black goats, do it without reference and ideas of how to improve Power Play. One of the reasons for Power Play not being fun and even frustrating is the way players behave. In game and on the forum. While the rules of Power Play are "flexible", players take upon themselves to become the great inquisitors, who say what is allowed and what is not. It is well known that players used/use solo play in order to avoid danger while fortifying and to speed up their fortification effort; to combat log, if in danger; to join a Power for the purpose of destroying it from inside, to go berserk on the forums; to use the collusion piracy for different reasons.

I really do not understand why people rant about a meta game, that has no meaning and it's irrelevant. NO Power will be removed, at least not in the current state of Power Play, no actions make any real difference, at least not in the current state of Power Play.

It seems to me, that broken rules and unclear mechanics have created "broken" players with a clouded judgement.
 
Maybe I should say nothing bcs power play never was my thing and I never found a will/interest to look how it works, but maybe here is one from main PP problems: it become so unpopular atm, it looks absolutely disorganized (ppl join side only for get equipment and then change sides etc. etc.) and with poor reputation so new players simply not see any meaningful reason why to give it at least chance to try. On other side FD invested their effort to closely link PP with BGS (something what I personally like) and there was also launched "Dangerous Games" with quite high players interest, so there can be a good chance that PP will get big overhaul sometimes in this season.
 
'What should PowerPlay be for'

- The actions, interests and impacts of PP factions should knit more seamlessly with BGS and Empire/Fed/Alliance etc. story arcs
- There should be as much incentive for casual gamers, explorers, miners and traders to get involved as for those who enjoy the complexities and difficulty of something like the current implementation of PP

As someone who can't put many hours into it, and who is totally scared off by having a target on my back the second point above is the deal-breaker. PP still feels like a bolt-on part of the game that, for the average player, is too much hassle to get involved with. I can't really see what major impact all the PP activity to date has had on the game as a whole - it's like a private card game - same with CQC.
 
That's the main thrust of the discussion, isn't it? So many of us want Power Play to be for different things.

I had a discussion recently about this topic, and if Power Play was released or rushed last year due to community concerns, then Power Play should have been intended to address three major concerns.

  • Player driven dynamic CGs that varied on a weekly basis.
  • Team-based PvP, complete with a Flag ID for every participating pilot.
  • Means for CMDRs to participate in the story without FDev having to queue up lore every week.

These were the primary concerns of the CMDR community last year, before 1.3 dropped. If Power Play was intended to satisfy these concerns while FDev continued to push their other priorities, it's success or failure is still debatable.

Power Play weekly tasks are nothing other than player driven community goals provided on a weekly basis.

The amount of story participation Power Play provides is still debatable. Supposedly it decided the Imperial succession crisis, but no one knows how. Arguably it also decided the Federal election between Hudson and Winters, though FDev never made that statement. The Pegasi Pirate War was the galactic storyline for about three months, and that was entirely CMDR created.

Combat Expansions appear to be the perfect marriage of story progression and team-based PvP opportunity, except there is one problem. The mechanics of PvP combat are not encouraged in these combat zones. You cannot gain a merit from destroying an enemy CMDR, and you stand to lose hours of play time from losing one of these engagements. So, yes, there is a Power benefit, but there is not a direct benefit to destroying an enemy CMDR in a Power Play Combat Zone. Due to this and many other problems with Power Play mechanics, all of the major PvP groups who were ostensibly the target of Power Play, left the meta-game because it failed to engage them.




Now, CMDR Sandman's concerns were never even addressed by Power Play mechanics.

  • The actions, interests and impacts of PP factions should knit more seamlessly with BGS and Empire/Fed/Alliance etc. story arcs
  • There should be as much incentive for casual gamers, explorers, miners and traders to get involved as for those who enjoy the complexities and difficulty of something like the current implementation of PP

That tells me that PP was never intended to apply to those points, no matter how often FDev said that PP was intended for everyone to participate.

It is decidedly an added difficulty level with increased interdictions and goals removed from the rest of the game's general progression mechanics.
 
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