Powerplay 2.0 deep dive - Frontier Live 27th March

Yes the incentive to do Power Play should be that doing Power Play is enjoyable.
Coercion or bribery should be avoided this time round, coercion because it is a bad thing and bribery because it failed the first time around.
If (if) PP V2 is mission based with non specific tasks / opportunities thrown in (like free form mining or BH) the rewards can come via the BGS route, where you can select what you want- money, INF, materials, perhaps unlocks...anything. This then decouples the player from the need of ranks (and maintaining them). You could also steal the BGS rep mechanic too, where more you do the chummier you get, unlocking more- but its done actually playing and thus seamless. So at maximum chumminess you get all the goodies unlocked.
 
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Obsidian Ant made a video about PP 2. It is player driven, players pledge to one of the powers.


Check the comments below the video.

alpha-0874: "So they painted the floors, put up some posters and changed the UI? None of that addresses any of the actual issues with Powerplay, such as the "content" primarily consisting of mind numbing undermining and cargo hauling."

agonyaunt6325: "Personally speaking, i'm not optimistic. I suspect PP2 will still be a boring grindfest. But i'll wait for FD to actually reveal the changes before criticizing them."

truckerallikatuk: ""Complete rework" - aka a few changed textures on a cookie cutter station... yay, so excited."

UFOgamers: They need to overhaul Antialiasing...

robkabob1826: Frontier needs to overhaul ground combat

davidchandler5432: "If they don't drastically change the actual gameplay of Powerplay, then these changes don't matter at all."

CB-io8oi: "The vast majority of people did powerplay for the ship upgrades. Most didn't bother about the fluff around it, do they realize this?"

JohnMichaelson: "How long do they really think people wander around stations looking at decorations?! The galaxy map is quite nice looking. The problem with Powerplay, like everything else, is that it's nigh-on impossible to actually do anything that has any meaning over any period of time. How many times have some of those systems flipped over the last few years? Dozens? And for what?"

mangotapu: "I think that they really need to untether each specific power to their current specific module reward e.g Imperial hammers, prismatic shields etc. There won't be any reason to support a power if their modules are crap. You need to be able to chose which ever power to back and then be able to pick the Modules freely when having worked your way up."


MrGibbonici: "If the new Powerplay generates a wide variety of missions to replace that godawful leaflets thing, it could be really good. Powerplay should always have centred around mercenary work with results that had noticable effects on the game world. But we'll see. There isn't a ball that Frontier hasn't dropped yet."

winny625: "I hope they do something about the powerplay perks so that the rewards change and not the same old perks all the time from that power."


ShaighJosephson: "ED needs base building and custom ship building to save the game..."

steppahouse: "Mildly interesting, but I'd rather see a Ship Interiors 1.0"

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Feedback: It would be more fun if players could optionally create a sub-faction for one of these powers. Pick a faction name, colors, banner, symbol, choose a home-system, expand outside the bubble.

Exploited, Fortified, Stronghold should change the visuals and gameplay of: planetary settlements, bases, security levels, on-foot NPCs and ship behavior and how they react to the player in a star system. It could also impact the economy and related activities in the system.
 
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You wanna incentivise cmdrs. Get em in the pocket.
And if I'm empire affiliated I should not be in fed or any other space. Consequences dire let's have it!
Fyi, some of the thargoid battle areas have been in hostile territory for me. Having that kind of a situation keeping me out of the area because I'm not a member of that power would work against the war effort in general.

Best thing to do with simply be higher prices for you because you're not a member of this particular power or, one wrong move and you are toast.
 
Powerplay is literally buy cargo X, fly to point B repeatedly with no variation. Or you go to a nav point / POI and shoot the same spawning ships with little or no flavour at all. Everything is fixed, nothing changes.

With the BGS you can choose what you do, you can mine, trade, BH, engage in state based POIs, have a semi functional security response (despite it being mostly non engineered)- all of which are morphed by underlying background states and events.

I'd much rather have the latter than the former, because it uses the strengths of the BGS to vary whats going on.
You were saying they were taking ideas from the thargoid war, not BGS. Which is literally a collection of activities to fill buckets (just like regular BGS conflicts), except all of those activities with the exception of one have barely any effect. And when the buckets do get full, all the activities disappear completely (until the weekly tick).
It's a terrible system and shouldn't be used as the basis for anything.
 
The modules are ok - but they should be taken away if you un-pledge (and hence you would lose any engineering as well). And you should get attacked by NPCs while you remain pledged so you have to make an actual choice about whether they are worth the hassle.

The modules are payment for the work I did for them at the time. It was a transaction and they now belong to me. It was in my mercenary contract they signed when they sought my services. But sure, there should be consequences, but not god-handed ones like modules magically disappearing from your warehouse.
 
Fyi, some of the thargoid battle areas have been in hostile territory for me. Having that kind of a situation keeping me out of the area because I'm not a member of that power would work against the war effort in general.

Best thing to do with simply be higher prices for you because you're not a member of this particular power or, one wrong move and you are toast.
Let's not forget engineers. It would be a terrible idea to deny Fed-affiliated players access to engineers in Imperial space. (Not that I think this is likely; engineers are and should be neutral about this.)
 
Hey, how about CQC based PP! :D

The powers that be realize there's a lot of senseless loss of life and ships, so in order to resolve disputes between powers they fight it out in CQC!

I'm sure it would be a winner!
I think I suggested that as well. Since CQC does not seem to be getting used a whole lot, maybe frontier should simply set up a separate mode for power play that looks exactly like CQC and does all the functions that power play does.

I know there are some that don't want everything to be forced into open, but there is that issue with the fifth column of people hiding in Solo or player groups that want to work against a specific power by sabotaging them silently. Best way to resolve that would be if it's not done in open it only counts for 1/10 of what you were trying to accomplish.

You can still do it in private group or solo, just don't expect it to have the same effect as doing it in open.

Of course, that's just my two cents
 
The modules are ok - but they should be taken away if you un-pledge (and hence you would lose any engineering as well). And you should get attacked by NPCs while you remain pledged so you have to make an actual choice about whether they are worth the hassle.
How would they be taken away? And what would the point be, anyway? All that would do is annoy players who want to collect all the modules.
You can personally sell such modules if you want to, I'd rather keep those I earned, thank you... especially since I PAID for them. They were not a gift; yes, I was granted access, but I had to shell out good money for them.

Having agents of that power after me for breaking allegiance -- fine. Trying to repo my property? Hard pass. That stuff was not loaned, it was not leased, it was SOLD. Repossession of sold property ain't possible without some SERIOUS legal wrangling. ;)
 
How would they be taken away? And what would the point be, anyway? All that would do is annoy players who want to collect all the modules.
You can personally sell such modules if you want to, I'd rather keep those I earned, thank you... especially since I PAID for them. They were not a gift; yes, I was granted access, but I had to shell out good money for them.

Having agents of that power after me for breaking allegiance -- fine. Trying to repo my property? Hard pass. That stuff was not loaned, it was not leased, it was SOLD. Repossession of sold property ain't possible without some SERIOUS legal wrangling. ;)
Not only that. Some of those modules are a must have, while most of the others are utterly useless. Prismatic shields, for example, are more useful and valuable than all other PP modules combined.

The epic mining lances vs prismatic shields battle would be hilarious.
 
How would they be taken away? And what would the point be, anyway? All that would do is annoy players who want to collect all the modules.
You can personally sell such modules if you want to, I'd rather keep those I earned, thank you... especially since I PAID for them. They were not a gift; yes, I was granted access, but I had to shell out good money for them.

Having agents of that power after me for breaking allegiance -- fine. Trying to repo my property? Hard pass. That stuff was not loaned, it was not leased, it was SOLD. Repossession of sold property ain't possible without some SERIOUS legal wrangling. ;)
They could be taken away or transformed in the same way that the original exploration modules were. At least for the ones for PP1.0 hopefully FDev won’t be repeating that in the new version of PP.

How they could do it in game, well they could show you the text on the microdot hidden in the small print then trigger the small self destruct in the unit which would disable all the special abilities of the module leaving you with the equivalent standard one.
 
Not only that. Some of those modules are a must have, while most of the others are utterly useless. Prismatic shields, for example, are more useful and valuable than all other PP modules combined.

No powerplay modules are a must have. Some are useful for certain builds/situations, and maybe in the PvP world things like prismatics are considered to be near essential, but you can happily play without ever installing a PP module.

The epic mining lances vs prismatic shields battle would be hilarious.

I once did some PvP trolling using mining lances to attack gankers.
 
I think I suggested that as well. Since CQC does not seem to be getting used a whole lot, maybe frontier should simply set up a separate mode for power play that looks exactly like CQC and does all the functions that power play does.
Waste of time, CQC failed because not enough players have any interest at all in PvP, no point destroying PP going down that route.
The idea is to get more folks interested in PP, making into a side game like CQC wont solve that.

O7
 
You were saying they were taking ideas from the thargoid war, not BGS. Which is literally a collection of activities to fill buckets (just like regular BGS conflicts), except all of those activities with the exception of one have barely any effect. And when the buckets do get full, all the activities disappear completely (until the weekly tick).
It's a terrible system and shouldn't be used as the basis for anything.
I said if they use both systems- use how Thargoids wage war (as in how Titans influence surrounding systems) but bolt on how human BGS bits work for the rest.

For example, Powerplay themed POIs such as spy extraction, another power attacking (so its a set battle), help Powerplay NPC get functional, repair Power aligned megaship.....all of which are miles better and have variety.
 
What I am saying though is PvP where one side is flying a trader and the other a combat ship is asymmetrical and not a great solution for people who are looking to test their PvP skills in a meaningful way.
I think asymmetry is inevitable with current PP mechanics because hauling several thousand tons of trinkets is basically the only way to meaningfully work the system. This asymmetry can be diminished by introducing gameplay loops that naturally put opposing players on equal footing—for example powerplay conflict zones in contested systems and sabotage/querilla strikes in stronghold systems.

Of course, hiding in solo bypasses symmetrical PvP, but that can be mitigated by making player kills worth much more than killing NPC-s and giving defending factions in Fortified and Stronghold systems a home turf advantage. Eg, someone in solo winning a CZ is having less affect than someone in open killing two opposing players before dying in the hands of a third one and never winning any CZ-s. Balancing out sabotage and NPC assassinations someone does in solo is much trickier, but maybe it doesn't matter that much if counter-sabotage missions (eg delivering repair supplies to settlements) counteracts these activities equally.
 
I think that IF they want for PP2.0 to really work they should solve the main issues with good old powerplay: the grind.

Variety should be the key word to make the game enjoyable, and after variety they should think about balancing the different activities considering:
  • time spent in completing a single action
  • difficulty in completing a single action
  • prepareness, aka how advanced should be a player to complete such action (which seems the same thing than difficulty but it's not exactly the same)
It's not easy, but they need to keep in mind such factors to make the game enjoyable.
And as for personal rewards... as I said many times before being pledged should grant some tactical gains for the single player, which should be incentivized to play for his power to keep such favours in as many systems as possible. For example, if your Power grants a bonus in bounty hunting in your Power's systems, it's only natural you would love to have that advantage in as many systems as possible. Same goes for environment changes, like availability of some specific commodities, or change in prices for some others etc.
 
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