Powerplay 2.0 balance suggestions

First thanks to the Fdev team for all the balancing so far. It's been a rocky start but most things seem to be roughly somewhere reasonable, so good job and keep it up.

That said there's a few things outstanding (besides rare and S&R balancing, which is being worked on so I won't touch on it much)

Trading should give linear merits per ton, ignore sales price. Payout decreasing as tonnage increases just encourages min/maxing by selling in small quantities and that's not fun (not fun for the min maxer who feels compelled to sell a few ton at a time and not fun for the casual who finds out that a min/maxer got 20k merits in the same time they got 2k doing the same thing). Rares, once the exploits and unintended side effects like carrier stockpiling are dealt with, should give more merits per ton than trading. Overall rare trading should balance to favour small ships by making it inconvenient for large ships and bulk commodity balances to favour large ships. Don't try to balance both for both.

Strongholds, intended to be a display of a Power's strength, are now a strategic weakness due to the ease of kiting NPCs away from carrier defences to a safe distance where they can be killed easily. It may be too much to ask but having the AI prioritize staying in range of the carrier guns (defending the carrier) over pursuing enemies could go a long way to balance the activity to the proper risk/reward it deserves

Power goods give horrible merits per ton compared to other activities and are meted out so miserly that they are completely non viable. While it's not a bad idea for them to payout less, it should still be viable, so either keep the volume restriction and pay out more so that a load of pp materials per unit time pays slightly less than a load of rares (after implementing balance as above) OR remove the volume restriction but make it pay worse than a full cutter of trade goods (after removing the nonsensical square root merit conversion)
 
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Adding on now that I've tried mining:
Mining being restricted to selling in-system is incredibly frustrating, as most systems with rings don't pay well for mined resources, but merits scale with profit. This is incredibly annoying as a player as it is extremely difficult to find a system that provides a good merit payout, and if you have a target system in mind, it's almost guaranteed that mining will be a worse merit generator than anything else. Lastly, you can't even do it for passive merit generation since you have to pick to either have merits or credits, but can't have both.

Either: if location restrictions are kept, mining should scale with tonnage, not profit, with potentially bonus for selling low value resources in undermining, high value resources elsewhere. (The bonus should be flat condition based not scale with sale price)
This forces miners to specifically mine as a powerplay activity, however players wouldn't need to spend a lot of time trying to figure out the nuances of each system economy to understand why they got more or less merits

Second option: mining should work the same way it does in natural play and be analogous to trading, where miners will be expected to mine somewhere then travel somewhere else for the best price, with merits allocated to the sale location. For undermining the same logic as trading can apply to "flood market with low value goods" and encourage low value commodities. This makes it much more intuitive for players as they don't have to remember or calculate much, just find a system that wants to buy mined resources and supply it, and is easier to understand as it works the same as trading
 
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