True but ED isn't that game, that's why many of us came here.There is another game that shows how PVP can be fun with big player driven guilds (corporations) who can own territory.
O7
True but ED isn't that game, that's why many of us came here.There is another game that shows how PVP can be fun with big player driven guilds (corporations) who can own territory.
True but ED isn't that game, that's why many of us came here.
Yep the on foot stuff is brilliant yet some folks wanted Fortnite in space and slated it.People said the same thing about on-foot content before it was added "this is a spaceship only game". Yet overall it's a good addition. Fdev doesn't need to re-invent the wheel.
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.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.
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.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!
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).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.
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.
Obsidian Ant made a video about PP 2. It is player driven, players pledge to one of the powers.
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.)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.
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.Hey, how about CQC based PP!
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!
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.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.
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.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 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.![]()
Agreed, OA is likely guessing. It's the latest game-related trend on YT.....Also, OA knows nothing more than we do about it, unless he knows something under NDA, but then he wouldn't be allowed to talk about it.
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.
Waste of time, CQC failed because not enough players have any interest at all in PvP, no point destroying PP going down that route.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 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.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 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.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.