Powerplay/Law and order, why it makes no sense!!! Mechanic propositions
Let me just begin by saying that I like Elite dangerous as a whole. I'm also looking forward to all the upcoming updates and I have high hopes, but I just have to get this off my chest and see what the rest of you think. Maybe if enough of us back change it might come.
Powerplay as it currently stands is just a grind, which is something I could somewhat get over (doesn't mean I would like it though), however Powerplay in Open is even more messed up. A commander friend of mine got pulled out today by a wing of 3 large ships - cutters and the likes while he was flying in his Anaconda. Irony is that he was pulled out by players of the same faction and they immediately opened fire even though he stopped and didn't deploy hard points and opened chat comms. As he never combat logs all he could do is try to communicate with the wing of the ships (using text chat over and over) and wait until they blow him up as there was no way that a slow (low end anaconda) has any chance against a wing of three fully armed elite ships which are faster then him and mass lock. This is by far not the first time we have been attacked by pretend allies, but unluckily I wasn't present this time to at least give him cover to fly away in the more expensive ship.
My point is that while I have nothing against people just randomly attacking other players as they are having their "moment" (that is a normal part of the game and bounties somewhat address that and give jobs to other commanders like myself) I do seriously despise the immersion breaking experience of powerplay. Allied forces attacked by Supposed Allies without any real punishment. If you attack and destroy (attack can be accidental, but destruction is always planned
) you should be immediately classed as traitor. Your name should appear on all stations of the Power and the bounty/merit award should be something to behold so such acts of bizarre allied behavior don't happen. It should also mean that you can not join that power for a considerable time and you should remain classed as traitor on the scan so all player clearly see that and act accordingly. This would not only add immersion and get rid of pretend allies who simply want to get their easy kills, but would also create Bounty jobs which means more dynamics to the game. This can not be difficult to do, but is something that should really be looked as otherwise being part of any power is literally pointless unless you are grinding for some bonuses or care for the ongoing soap opera between the star systems (which often make no sense).
This is just one of many times this has happened, but I can see why my friend is less and less inclined to play in Open as this type of behavior needs to be punished by Real Game Mechanics which is something sorely missed. We both want to play an multiplayer game with the danger of being killed by other players, but we want the mechanics which make the actions into something that adds up. His action in the solar system would have been different should he have seen that they were traitors or hostile forces. He definitely would not let them nicely align behind him for interdiction and he would have fought back or taken different actions based on the info given.
What do you guys think?
Here is an example I've made later in the Thread of how things should have played out if the game had basic Legal System Mechanics which are Even Based.
Example :
If the mechanics were working correctly this scenerio would have played something like this:
They attack allied member in home system of the power - The support forces of the Empire arrive rather fast as we are in the central system, so the player receives almost instant support if his beacon is on. Based on the reported ships in conflict the correct response is summoned. For 3 cutters I would see 3 or so Anacondas appearing. If they run away they get fined and a slap on a wrist with a small merit fine (10-50 merits). If they manage to proceed and kill the ally, they get kicked out of Power and receive a warning pop up that they are classed as traitors and their docking rights have been revoked in the systems of that power as well as Merit Bounty with Cash bounty being placed on their head. They can still dock in a stations if they "sneak in" in the same way one smuggles illegals, but if they get scanned they will be killed on sight. This will give them the feeling of danger they desire, bounty hunters job to do a decent protection to the pilot who was victim of the crime that these acts would be less likely to happen.
Further you are from the home system (frontier) less of the response can you expect. Weaker ships and longer response time. It should also alert all pilots of the given power that their ally is being attacked so again more player interaction is developed.
Honestly these are 101 game mechanics which are far from impossible as they are all event based and event programming is not that difficult to do. I develop software, so I know a bit about what I'm talking about. There are no mechanics currently which would evolve the game into a true Multiplayer experience (excluding Wings which sadly still misinstance to this day) and they are sorely missed and needed.
This would add Depth to Power play, increase player Interaction in a combat and non combat way as traders will have better protection and the whole system will feel more alive as well as see more players backing powers and wanting them to grow for some true benefit rather then just color on a map.
Please guys do comment and tell FD what would you like to see in terms of simple event based mechanics as these mechanics can turn this game from it's current stale state to something truly amazing without the need to create too much scripted "content". I really want this game to succeed hence this thread.
Let me just begin by saying that I like Elite dangerous as a whole. I'm also looking forward to all the upcoming updates and I have high hopes, but I just have to get this off my chest and see what the rest of you think. Maybe if enough of us back change it might come.
Powerplay as it currently stands is just a grind, which is something I could somewhat get over (doesn't mean I would like it though), however Powerplay in Open is even more messed up. A commander friend of mine got pulled out today by a wing of 3 large ships - cutters and the likes while he was flying in his Anaconda. Irony is that he was pulled out by players of the same faction and they immediately opened fire even though he stopped and didn't deploy hard points and opened chat comms. As he never combat logs all he could do is try to communicate with the wing of the ships (using text chat over and over) and wait until they blow him up as there was no way that a slow (low end anaconda) has any chance against a wing of three fully armed elite ships which are faster then him and mass lock. This is by far not the first time we have been attacked by pretend allies, but unluckily I wasn't present this time to at least give him cover to fly away in the more expensive ship.
My point is that while I have nothing against people just randomly attacking other players as they are having their "moment" (that is a normal part of the game and bounties somewhat address that and give jobs to other commanders like myself) I do seriously despise the immersion breaking experience of powerplay. Allied forces attacked by Supposed Allies without any real punishment. If you attack and destroy (attack can be accidental, but destruction is always planned
This is just one of many times this has happened, but I can see why my friend is less and less inclined to play in Open as this type of behavior needs to be punished by Real Game Mechanics which is something sorely missed. We both want to play an multiplayer game with the danger of being killed by other players, but we want the mechanics which make the actions into something that adds up. His action in the solar system would have been different should he have seen that they were traitors or hostile forces. He definitely would not let them nicely align behind him for interdiction and he would have fought back or taken different actions based on the info given.
What do you guys think?
Here is an example I've made later in the Thread of how things should have played out if the game had basic Legal System Mechanics which are Even Based.
Example :
If the mechanics were working correctly this scenerio would have played something like this:
They attack allied member in home system of the power - The support forces of the Empire arrive rather fast as we are in the central system, so the player receives almost instant support if his beacon is on. Based on the reported ships in conflict the correct response is summoned. For 3 cutters I would see 3 or so Anacondas appearing. If they run away they get fined and a slap on a wrist with a small merit fine (10-50 merits). If they manage to proceed and kill the ally, they get kicked out of Power and receive a warning pop up that they are classed as traitors and their docking rights have been revoked in the systems of that power as well as Merit Bounty with Cash bounty being placed on their head. They can still dock in a stations if they "sneak in" in the same way one smuggles illegals, but if they get scanned they will be killed on sight. This will give them the feeling of danger they desire, bounty hunters job to do a decent protection to the pilot who was victim of the crime that these acts would be less likely to happen.
Further you are from the home system (frontier) less of the response can you expect. Weaker ships and longer response time. It should also alert all pilots of the given power that their ally is being attacked so again more player interaction is developed.
Honestly these are 101 game mechanics which are far from impossible as they are all event based and event programming is not that difficult to do. I develop software, so I know a bit about what I'm talking about. There are no mechanics currently which would evolve the game into a true Multiplayer experience (excluding Wings which sadly still misinstance to this day) and they are sorely missed and needed.
This would add Depth to Power play, increase player Interaction in a combat and non combat way as traders will have better protection and the whole system will feel more alive as well as see more players backing powers and wanting them to grow for some true benefit rather then just color on a map.
Please guys do comment and tell FD what would you like to see in terms of simple event based mechanics as these mechanics can turn this game from it's current stale state to something truly amazing without the need to create too much scripted "content". I really want this game to succeed hence this thread.
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