Powerplay - change my mind.

My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits. All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
 
You don't have to be a drone, once you unlock the first list to prove yourself, you can ignore weekly thing, they just net you extra merits.

While it will paint a target on your back, rank high enough and your rebuy from getting got by other powers is free. Most npcs in other powers will ignore you, unless you poke into power cz.

If you Odyssey, there are also ground-based merit farms out there.
 
To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits.
As others have said, you don't need to do the weekly tasks other than the first set (which are pretty easy) - though if you're playing casually some of them can be a very efficient way to get a few thousand merits. (e.g. 2000 bonus merits for a couple of mid-size bounty collections which would normally give about 100 merits ... easy money!)

Other tasks are an extremely inefficient way to get a few thousand merits - but any you're not interested in can be ignored.

You don't even need to complete the first set of weekly tasks in a single week - and you keep earning merits in the background before they're done - so you only even need to do those five eventually. Do one a week, do one a month, that's fine too. No hurry.

All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it,
The interruption of this is (for now) really not that high - you only get significant attention in Stronghold systems, or if you choose to enter a Power-specific signal source. The last week or two I've been playing around a couple of non-Stronghold Grom systems (doing non-Powerplay things, so barely any merits involved) as a Kaine pledge:
- I was never interdicted by a Grom ship
- I'm not sure I ever saw any non-freigher types pledged to Grom at the stations: at least, they never tried to scan me and attack
- obviously I left the power signal sources alone because that wasn't what I was there for

Similarly, the bounties aren't all that inconvenient if you do get them:
- obtaining a bounty for attacking a Powerplay enemy does not summon system security (though if any are already about, they will go for you)
- murdering a Powerplay enemy does not grant notoriety
- the Powerplay enemies are in their own faction so you won't lose rep with anyone for killing them

So if you want to, you can murder a bunch of Powerplay enemies for merits, head over to a nearby system to clear the bounties (cheaply) at an Interstellar Factor, and then carry on as if it had never happened.

unless I restrict my gameplay to my own power's bubble.
You'll certainly get more merits "casually" in your own power's space, and that's where the benefits mostly are, so it makes sense to pick a power whose space you're likely to want to be in anyway. But it doesn't restrict you to only being there.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot.
It's a trade-off (which, yes, is rare in Elite Dangerous)
- if you pledge, then you get access to some extra modules, a few free engineering materials (of variable usefulness, but there'll probably be something you can use), and in your own power's space you also get access to a bunch of bonuses (free rebuys, higher credit payouts on particular activities, some give faster rep gain with minor factions)
- if you don't pledge, then you get a marginally easier time in Stronghold systems

"Casual" doesn't matter and PP2 is in some ways better for that - it means you'll take more time to get the reward, but it's not a race and you'll get there eventually. The median Powerplayer gets 10-15 thousand merits a week - or one or two ranks a week, so a whole year or more to get access to everything. That's basically "do the easy weekly tasks for the bonus merits and ignore the rest of it" levels of commitment, and that's where most people are at.
(Yes, there are people grinding out a hundred ranks in a week, or whatever. They're prominent but not at all representative of how most people are playing it, you can ignore them)

"Genuinely independent" ... well, if it's important to your CMDR's persona that they don't work exclusively for anyone, sure, you've got to stick to that. Equally, it can just be a "regular employer" for your mercenary activities - a lot of the Powerplay activities (at least in your own Power's space) are things you'd be doing anyway, so it's pretty much "get paid twice"

That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
That's very much a description of me (including the "independent with slight Alliance leaning"). My reasons for pledging - none of which need convince you!

1) Almost all Powerplay activities are either "things you'd do anyway" (e.g. bounty hunting, scanning ships) or easy to do alongside them (e.g. if you're raiding an Odyssey base for the loot, you might as well pick up the Powerplay loot as well) - rather than PP1's very narrow range of activities which you do in complete isolation from the rest of the game. A single well-fitted multirole ship can do almost every Powerplay activity without needing to refit (though obviously if you like the "building new ships" part of the game, a fleet of twenty specialist ships can do it slightly more efficiently)

2) PP1 had major strategic-layer problems which meant that you could easily harm your own power unless you coordinated very closely with everyone else. In PP2 that's impossible; if you play casually you won't be helping as much as someone who plays 50 hours a week doing optimal merit-gaining activities but you'll still be helping. Not having to care what the self-appointed Power Leadership think was a big plus.

3) There's no minimum activity requirement. In PP1 you lost most of the bonuses if you didn't do things in a particular week. In PP2 you can disappear (on an exploration trip, or playing another game) for months on end and pick up right where you left off.

4) Kaine's backstory (wanting a more independent and loose Alliance without pretensions of competing with the other two as a superpower) suits my own CMDR's persona in a way that the previously-available 11 Powers didn't.

And one more which I didn't care about but you might find important:

5) You can unpledge at any time without penalty - obviously, you lose access to any rank and bonuses you'd accumulated, though you keep any modules you've already purchased and credit/material rewards already claimed - but unlike Powerplay 1, there are no agents sent to punish deserters or defectors. So rather than reading arguments from other players why Powerplay is good/bad/indifferent/whatever ... just pick a Power you vaguely like the look of, see how it goes, and if you decide you hate it (or decide you like it but really should have chosen a different Power) then you're no worse off than you were before.
 
Convince me that's anything even close to a good idea for a genuinely independent and casual pilot
It sounds to me like Powerplay isn't for you.
There are a few perks, but generally speaking, it just adds an extra layer of complication - an extra reason for doing stuff - a community of people with similar goals (and of course new enemies)
Personally, I like it - I can still trade, bounty hunt, explore, earn cash....But now I get to compete for control points as well!
I'm currently loving the Aisling Duval vs Jerome Archer battle in Sol (and the recent one in Alpha Centauri)
I guess it's just like a CG...except it's totally possible to fail it!
The modules are a nice bonus...but I have them all in storage anyway (Except the Concord Cannon of course)
setting up a bunch of other pilots to have a target on my back
If this sounds good then give it try - but if it doesn't, no biggie.
If you're having fun then just do whatever you enjoy doing - Powerplay will still be here if you change your mind o7
 
My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits. All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
No.

It is your mind you make it up.



That said ask yourself after all this time without them do you need rather than want the modules.
 
The thing that tipped my hat to pledging was the fact that you can do powerplay or not and not loose your progress. Casual play is what I do so it's an important that progress is not lost. I recently took a break and helped with the defense of Sol and then was out of town on business, picked up where I left off.

I think it's worth doing as it adds to the game and immersion for me.
 
https://elite-dangerous.fandom.com/wiki/Powerplay looks like quickest unlock for pack-hound is Li Yong-Rui

There is no decay in powerplay2 meaning casual pilots can do as little or as much as they want over time without it reducing back over time
No downside to trying it, if you really don't like it you de-pledge and forget about it

I ignored powerplay for about 5 years, unlocked 1 power reward in September / October this year. It was easily gamed (do nothing for 3 weeks then do some deliveries) and I didn't feel interested in it. Plus it would take more than a year to unlock every reward, forced you to pre-buy rewards you might want at a later point, and meant you had to miss out on power modules or align with powers you may have no interest in or actively dislike

Powerplay2 feels good to me, yes it requires time and effort if you want lots of power modules but (in my opinion) the game is better for that. The variety of tasks is interesting, you can choose what to do, and the occasional enemy NPC was never overdone
 
I didn't find PP1 super-enticing when it was around, although I probably would have given it a try at some point if PP2 hadn't been in the works. But from the sounds of it I wouldn't have enjoyed it as much as I currently enjoy taking part in PP2.

Others have already given what I think are good reasons for at least giving Powerplay 2 a try; I for one did not realise that they no longer send goons after people for defecting or de-pledging.

I suck at PvP combat, but despite pledging since early November and doing enough activity to rank 101st in one week for my chosen Power, I have so far lost only one ship to another PP pledge, and that incident was borderline or arguable since it happened in Sol during the Thargoid invasion, and the Commander in question was also a xeno-worshipper according to their Inara page.

So in terms of "painting a target on one's back", I'd say that effect of pledging to a Power is pretty minimal. Especially considering that, for my Power at least, increasing rank gets one a larger and larger percentage of the rebuy cost taken off.
 
Convince me that's anything even close to a good idea for a genuinely independent and casual pilot.

No it is not.

Genuinely independent pilot does not pledge alliances.

That being said - and I fully support your approach - your only conundrum is do you really really need some piece of PP equipment. If not, enjoy your game. If you do, pledge your alliance to a Power that gives it sooner, make it, purchase a lot and un-pledge.

o7
 
My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits. All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
There is absolutely no downside to PP2 but plenty of rewards and perks regardless of who you pledge to.
In Solo or PG there is minimal risk, don't want fines or bounty's? Don't do missions that will get you them, don't want bounty's from other powers NPCs? just evade and continue on.
You can get the modules as fast or as slow as you want and there is no compulsion (after the initial set) to do the weekly's.
Choose the right system and you can earn credits and merits doing whatever you normally do.

Its a no brainer even for an independent, you could even roleplay being with a power just for the rewards whether you agree with their ideology or not.
Or roleplay a smuggler taking stuff to rival systems, the potential is endless

You never know you might even get to enjoy it like many of us do.

O7
 
In a way, for the independent pilot, it's a devil's bargain.

If you're the type who hates seeing a Power's stronghold carriers in your favourite system, or a Power's decals and posters in your favourite orbital station then the only way to oppose that is to pledge to an opposing Power.

Or as the movie said:

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There is absolutely no downside to PP2
There are, but they are relatively minor. Like they said, you may get targeted by pilots from other powers. Also, your power may have a bonus to merits that are turned off specifically to spite your faction for code-y McBalance reasons.
 
My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits. All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
I ranked up to over 100 to get all the PP weapons and stuff, plus a boatload of care packages in about a week, just by bounty farming in a haz RES. It's nice and relaxing making all the pirates pop while I watch films or YouTube. If you choose the right power, you can rank up with mining or anything you want. The only assignments you have to complete are the first 5 easy ones.
 
There is absolutely no downside to PP2
I found a downside. Every time I return to my FC after a mining trip, there's a scripted event where a PP NPC or two start shooting me while I'm trying to land. if they get a shot in before I engage the docking computer, it becomes disabled, so I have to land manually. I am not allowed to shoot back at those ships. if I do, my FC blows me up within seconds. It's very annoying, but I can live with it.
 
My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

My character's background should've been a natural fit for PowerPlay 1.0, but the methods of earning merits so was so lacking in variety, so mindlessly repetitive, that it was utterly unappealing in my opinion, which is why I stuck with BGS manipulation until Frontier removed the nuance from that activity as well. While PowerPlay 2.0 doesn't quite have the amount of variety that the whole game does, there's more than enough, when combined with synnergistic non-Power missions, to be satisfying.

Plus there's a lot more personal planning and decision making than the old system. It adds an extra dimension to consider when I'm looking for missions to take, one which is much more impactful than PP 1.0. I enjoy that kind of thing, so I'm having a blast.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits.

I rarely do my weekly assignments, unless it synnergizes with my PowerPlay 2.0 strategy. And it is my PowerPlay 2.0 strategy: no being an obedient little drone following the orders of some self appointed player group. It's an activity I do alongside my normal gameplay, rather than as a complete replacement for normal gameplay. In fact, a good deal of my normal gameplay is used to finance my PowerPlay activities, which in turn yields benefits I can use to support my normal gameplay.

There's a lot of synnergy between the two IMO, which makes things much more interesting.

All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

In my experience, the only times I've had problems with hostile PowerPlay ships is when I'm actually doing PowerPlay activities.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.

Ultimately, it really depends upon what you want to get out of PowerPlay 2.0. I've always been interested in PowerPlay for its political aspects, so it's natural for me to participate. And while I don't care much about the modules or benefits, those "mini care packages," filled with ship and on-foot engineering materials, are definitely coming in handy.
 
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My persona in the Elite universe is an independent pilot with a slight Alliance leaning. I'll take on high risk, if it's something you can sell me on, or pay me enough to do. I have zero interest in setting up a bunch of other pilots to have a target on my back. I kill wanted ships or folks that try to pirate me (and end up wanted) but beyond that I gather exo and exploration data, I trade, I bounty hunt. In PP1 I wanted one power module, the packhound. But it wasn't worth pledging to a power to get.

Now in PP2 I can get that module from whoever I want, provided I just stay with a power and rank up - but this ISN'T like ranking up with the federation to get me a corvette unlocked, or with the Empire to get me their unlocks. To do that I need to be a good little drone and do weekly tasks (impractical as I'm a casual player) then grind merits. All the while with other powers ships getting to paint a target on my hull and NOT get bounties for it, unless I restrict my gameplay to my own power's bubble.

Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
It's not a good idea for the way you like to play. Don't do it.

I felt the same, although not as strongly. I'm dabbling with PowerPlay ATM, doing reinforcement things but not undermining things, with Li Yong Rui who seems least likely to get me into trouble with the law. I have the mental reservation that I can scrap it all by unpledging at any time though.
 
There are, but they are relatively minor. Like they said, you may get targeted by pilots from other powers
In Solo or PG, winning the mini game in a small/medium ship is easy, if they shoot at you on the way into a staion just ignor them, still there on the way out? Boost and jump.
Also, your power may have a bonus to merits that are turned off
If your doing PP for the bonusses i wouldn't bother, they are minimal.
I found a downside. Every time I return to my FC after a mining trip, there's a scripted event where a PP NPC or two start shooting me while I'm trying to land. if they get a shot in before I engage the docking computer, it becomes disabled, so I have to land manually. I am not allowed to shoot back at those ships. if I do, my FC blows me up within seconds. It's very annoying, but I can live with it.
I have only found this in opposing power systems and again just ignore them, your FC will atomise them, not had the docking issue but then i mainly manually land.

O7
 
Convince me that's anything even close to a good idea for a genuinely independent and casual pilot. That there's a reason for a player that rejected PP1 to jump in and pledge in PP2.
Well, all I can say is that it is at least worth trying. It is still having quite some bugs and gotchas, but it gets gradually better. Test it out and see if you can live with it.
One thing that really bothered me initially was that "painting a target on my hull". Having casually played it for some time now, I can tell you from experience that this is nothing to worry about, at least if you play in solo.
Like others described already, PP enemy encounter is basically restricted to stronghold systems and power signal sources, so kind of an opt-in. This so much that it's starting to become a meme that certain weekly tasks are impossible to fulfill due to no enemies showing up at all.
 
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