Powerplay 2.0 deep dive - Frontier Live 27th March

What I've never understood about PP is its relationship to BGS.
If I work on a station, perform mining missions, improve the situation in this system and it somehow does not affect the PP ?
I always have the feeling that BGS and PP do not affect each other.
Right now they are linked by government, but I really hope they will ditch that part, mostly because it's broken right now (for example, Hudson is favoured by non federal governments and aisling is favoured by non imperial governments). Right now BGS affects triggers mostly.
Other things current Powerplay affect is security levels, commodity availability and prices, module prices.
But again: I think it's useless to talk about CURRENT Powerplay, this seems to be something completely new, some things will probably stay but we have no informations about that, only speculation.
 
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.
They could do that, granted. The question is: would that be a clever thing to do? That would be on the harsh side of things, and would alienate a lot of players... and handwavium such as described by you leaves a very bad taste in my mouth, as modules bought years and years ago would not have such a code/self-destruct unit. Illogical, purest handwavium, en par with the stuff CRoberts cooks up regularly... No offence, but if anything, the LOGICAL thing to do would be to declare that FORTHWITH it would be handled that way. Fines for players choosing to stray into territory with modules they shouldn't have. But outright confiscation/destruction? Unless it's a Commie regime (or any other brand of dictatorship), that is not tenable, and even then: it's the height of idiocy, from an in-game universe point of view, to alienate an untold number of commanders, many of whom fly extremely powerful spacecraft, quite a few of which subscribe to ethics best described as, "questionable," and who would, most likely, find a myriad of ways to annoy those who annoyed them in the first place...
... a can of worms best left unopened.
 
It is enough to make cqc an in-game tournament, with a broadcast with awards that you will not get anywhere else, so that you can watch the match on the big screen on your fleet carrier or in the bar at the station
 
They could do that, granted. The question is: would that be a clever thing to do? That would be on the harsh side of things, and would alienate a lot of players... and handwavium such as described by you leaves a very bad taste in my mouth, as modules bought years and years ago would not have such a code/self-destruct unit. Illogical, purest handwavium, en par with the stuff CRoberts cooks up regularly... No offence, but if anything, the LOGICAL thing to do would be to declare that FORTHWITH it would be handled that way. Fines for players choosing to stray into territory with modules they shouldn't have. But outright confiscation/destruction? Unless it's a Commie regime (or any other brand of dictatorship), that is not tenable, and even then: it's the height of idiocy, from an in-game universe point of view, to alienate an untold number of commanders, many of whom fly extremely powerful spacecraft, quite a few of which subscribe to ethics best described as, "questionable," and who would, most likely, find a myriad of ways to annoy those who annoyed them in the first place...
... a can of worms best left unopened.
Totally agree. The only way I see the modules viable is to move them to tech brokers so players will be free to stay with their Power of choice.
Even if let's be honest about that: the game needs some rebalancing. But this is another argument, for another topic, for another time. :p
 
PP as part of the powers is suitable for solo players, but there are clans in the game who also want to have the influence of rewards, why not make it possible in fortress systems to hire and build a fleet for resources for protection, then mining may be in demand, a lot of things can be done for players, work for soulless NPCs for old players not interesting, everything is for your loved one, people will create their own content
 
I mocked up the new UI - lookin' hot & new!

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I have a question. When I swear an oath to the Force and develop in it my aircraft carrier will have banners and signs of the Force inside and outside ?
 
I have a question. When I swear an oath to the Force and develop in it my aircraft carrier will have banners and signs of the Force inside and outside ?
No, you need to pay homage to Aisling. Prove your worth. If you don't you will end up in the bargain tray of run-down fast food chains. So consider well if you mean the commitment.
 
Would be interesting if someone looked up the dates of the PP announcements, in my head it went something like

<the beginning of time>
We're going to be doing a feature overhaul.
<months pass>
It's powerplay!
<months pass>
Check out these new station interiors.
<we are here>

Is that a good way to build hype?
 
By the way, from the video, as I understand it, it will show the movement of people in the system and on the station and what they mostly do. And that's pretty cool. I was always sad when I go into the game and could not realize how many people (and who) today refueled and repaired on my aircraft carrier. The maintenance staff is so lazy they don't even keep a record of it on the main computer on the carrier.
 
Perhaps Hello Games have the formula correct - announce a new feature as it is launched?
They still get roasted all the same. People were already complaining in so many different ways about the new ship building feature in the Orbital update.
1) Single do per new ship, doesn't allow customizing an already owned ship.
2) Acquired pieces are single use, no permanent unlock system.
3) Only currently for Fighters, Haulers, and Explorers. So much gnashing of teeth that it doesn't cover shuttles, light-flyers, sentinel ships, etc.

Point being no matter how you spin a new feature and roll it out there will be complaints period.
 
And if there was excited jabbering and much hype, that would be criticised also as being over-hyped... 🤷‍♂️

Can't please gamers, so why bother trying?

Perhaps Hello Games have the formula correct - announce a new feature as it is launched?
It's also a bit to highlight how long they've possibly been working on it and how instead of seeking feedback from the earliest stages they just kept things vague.

There's a line between hyping something needlessly and being so quiet about things that people start to wonder if it's being abandoned. Not all of it is reasonable, but the lack of info was certainly the main cause.

Try to imagine anything else announced in a similar way on a similar timescale. For example the python 2 "we're working on a new ship", months pass etc...

Hello Games regularly have decent features to launch and don't need to reassure their player base any more with "it'll be good we promise" with the good will building up.
 
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