Power Play vs Non Power Play

Consider this, regarding the game design in Power Play.

Trade Missions
Powerplay - You pay money to fast track deliveries. Eventually, after hours and hours per week for many weeks, you'll start to get ahead but only if you keep it up indefinitely. There is no variety in what you can trade, and Fortifying is only possible from the home system, so you're stuck in one place. Every reward is 1 to 1... take 10 of this... get 10 points.
Regular - You can smuggle goods into a port. You can trade via missions, where sometimes there's a time bonus or a queue of idiots to pirate you. These missions pay more than PowerPlay over less time and you do not have to keep doing them indefinitely. You can trade different things and check market prices to feel like you're doing something to maximize your profit.​

Combat

Powerplay - You fly into military strike zones, which I guess function like old Conflict Zones before they were improved. You don't get messages from your side. No capital ships appear. No special targets appear. Nobody wins. You eventually get 10pts per kill towards the 10,000 you need that quickly bleeds away to make 50,000,000 a week. Oh... and if you graze one of the Power supporter ships, they'll try to kill you. I am careful with my weapons and never have issues outside of Military Strike Zones... but every MSZ results in allies attacking me. You can also painfully interdict ships.​
Regular - You can fly into a High or Haz Res and watch pirates scan miners while system enforcers or bounty hunters prowl the asteroid fields, then you can engage in a firefight among rocks far bigger than your ship. Within an hour, you can easily net 2,000,000. Or you can fly into a Conflict Zone, pick a side, hear some radio chatter... maybe there'll be a capital ship, enemy captains, Spec Ops, or even a capital ship battle. Wing missions for Conflict Zones to allied factions can pay 30,000,000 for as few as 60 kills, which you can get in a few hours. You can experience combat on other missions as well, possibly with security force interventions.​
Community

Powerplay - Some powers don't have posts at any point in the last 5-6 months. There are no factions on the various game systems... nobody to even wing up with to play a worse version of Combat Zone.​
Regular - You can join a big wing on your system and be talking to players and winging up, expanding the influence of some random player faction, and not be glued to that home network of systems.​
Ship Improvements

Powerplay - There's not really a single weapon that makes a marked improvement like... say... engineering, or Guardian modules. If PvP balance was a big issue here, why not have the Powers offer very useful, but non-combat oriented modules? Someone could offer a combined module like a Detailed Surface Scanner + Wake Scanner in one slot... or offer a lighter or faster Warrant Scanner... or whatever...​
Regular - Engineering, Guardians, Federal Rank Grind, Emperial Rank Grind... all of these offer something that is a marked improvement in some area. Even when they're painful, they're worth doing for some reason.​
The Point:

Powerplay was a really cool idea, there is great art... it's cool to be able to expand and contract powers through player involvement. But most posts about Powerplay warn newcomers that the juice isn't worth the squeeze. That's because every incentive to do Powerplay in the game design is executed more poorly, or less rewarding, than the regular way to play the game.

This wouldn't be too difficult to fix... make powerplay activities more like real missions, with more reason to go there, better rewards, and even some OPEN - ONLY areas with even better rewards. Rewards don't always have to be PvP game breaking things. Decals, tattoos, improved cargo racks, faster scanners, whatever.
 
Consider this, regarding the game design in Power Play.

Trade Missions
Powerplay - You pay money to fast track deliveries. Eventually, after hours and hours per week for many weeks, you'll start to get ahead but only if you keep it up indefinitely. There is no variety in what you can trade, and Fortifying is only possible from the home system, so you're stuck in one place. Every reward is 1 to 1... take 10 of this... get 10 points.​
Regular - You can smuggle goods into a port. You can trade via missions, where sometimes there's a time bonus or a queue of idiots to pirate you. These missions pay more than PowerPlay over less time and you do not have to keep doing them indefinitely. You can trade different things and check market prices to feel like you're doing something to maximize your profit.​

Combat

Powerplay - You fly into military strike zones, which I guess function like old Conflict Zones before they were improved. You don't get messages from your side. No capital ships appear. No special targets appear. Nobody wins. You eventually get 10pts per kill towards the 10,000 you need that quickly bleeds away to make 50,000,000 a week. Oh... and if you graze one of the Power supporter ships, they'll try to kill you. I am careful with my weapons and never have issues outside of Military Strike Zones... but every MSZ results in allies attacking me. You can also painfully interdict ships.​
Regular - You can fly into a High or Haz Res and watch pirates scan miners while system enforcers or bounty hunters prowl the asteroid fields, then you can engage in a firefight among rocks far bigger than your ship. Within an hour, you can easily net 2,000,000. Or you can fly into a Conflict Zone, pick a side, hear some radio chatter... maybe there'll be a capital ship, enemy captains, Spec Ops, or even a capital ship battle. Wing missions for Conflict Zones to allied factions can pay 30,000,000 for as few as 60 kills, which you can get in a few hours. You can experience combat on other missions as well, possibly with security force interventions.​
Community

Powerplay - Some powers don't have posts at any point in the last 5-6 months. There are no factions on the various game systems... nobody to even wing up with to play a worse version of Combat Zone.​
Regular - You can join a big wing on your system and be talking to players and winging up, expanding the influence of some random player faction, and not be glued to that home network of systems.​
Ship Improvements

Powerplay - There's not really a single weapon that makes a marked improvement like... say... engineering, or Guardian modules. If PvP balance was a big issue here, why not have the Powers offer very useful, but non-combat oriented modules? Someone could offer a combined module like a Detailed Surface Scanner + Wake Scanner in one slot... or offer a lighter or faster Warrant Scanner... or whatever...​
Regular - Engineering, Guardians, Federal Rank Grind, Emperial Rank Grind... all of these offer something that is a marked improvement in some area. Even when they're painful, they're worth doing for some reason.​
The Point:

Powerplay was a really cool idea, there is great art... it's cool to be able to expand and contract powers through player involvement. But most posts about Powerplay warn newcomers that the juice isn't worth the squeeze. That's because every incentive to do Powerplay in the game design is executed more poorly, or less rewarding, than the regular way to play the game.

This wouldn't be too difficult to fix... make powerplay activities more like real missions, with more reason to go there, better rewards, and even some OPEN - ONLY areas with even better rewards. Rewards don't always have to be PvP game breaking things. Decals, tattoos, improved cargo racks, faster scanners, whatever.

I applaud any voice to improve Powerplay, but one minor correction:

The PP forums on the old site / here are dead. Each Power has lots of Discords and wings so check those out via links on Power Reddits and INARA.
 
Largely agree. I have been playing off and on since Horizons launched and In all that time I never once was interested or inspired to partake in PowerPlay. The rewards, for the most part, are a side-step to what is already in the game, vs a straight up upgrade despite the level of involvement and investment needed to even obtain the reward(s). Obviously, the argument could be made for the Prismatic shield, but there would also be plenty of arguments against it at the same time.

They seem to be on a nice overhaul kick. I think PowerPlay should be on that short list. A lot of lost potential there tbh.
 
As a long term PP player I mostly agree.
Both combat and 'trading' (we call it logistics. We are not trading anything, we are delivering supplies) are pretty much stranded in a proof-of-concept phase.
It works, but only in principal. There is no variation, the whole interface is a mess. Combat is a prime example if you compare it to the new non-pp conflict zones. There were a lot of suggested imporovments a year ago, things like PP-Missions, but that somehow just faded away.

But regarding the community you are wrong. I understand why you get this impression, but the truth is: Since PP is a competitive group endvour, security is essential. The PP subforum here are almost dead, because everybody can read there. The PP communities operate mostly over discord, and even there the communities can look like dead if you join. Simply because there are layers upon layers of verifications and security to keep spies out.
 
That's good to know at least... I couldn't find much, even in the way of a recruiting or interview post. After just one day of PP, and grinding 5,000+ Credits fortifying, I never wanted to quit the game as much as I did then.
 
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