PowerPlay cycle should be shorter - 3 or 4 days. Most work was done after 3-4 days in first cycle

PowerPlay cycle should be shorter - 3 or 4 days. Most work was done after 3-4 days in first cycle: undermining and fortyfing.
Only preparation was open to competition after that.

I cannot create a poll, but I would do poll with number of days for a cycle to vote for.
 
They should just make it all competitive %, that was we can keep the week (6 days) cycle time allowing the more casual players a chance to get a fair amount of merits.
 
I don't agree with that. I think that there are quite a lot of people who can't play each day. In case of a very short cycle they won't be able to participate in PP activity at all. Moreover, during Beta testing with the cycles of 2 days all the time was spent on getting the merits, so no time was left for anything else. Weekly cycle schedule should stay.
 
I don't agree with that. I think that there are quite a lot of people who can't play each day. In case of a very short cycle they won't be able to participate in PP activity at all. Moreover, during Beta testing with the cycles of 2 days all the time was spent on getting the merits, so no time was left for anything else. Weekly cycle schedule should stay.

Yep as I said in the post above, keep the weekly cycle, but maybe make it so its % based (meaning you can still fortify a contested system if your power's % is higher than the opposing % allowing for a bit more competition and to keep players invested).
 
They should just make it all competitive %, that was we can keep the week (6 days) cycle time allowing the more casual players a chance to get a fair amount of merits.

Yea, but what about this argument, all was done in 3-4 days and you could only work in expansion/opposition for the rest of the week? Apparently a lot of people playing put a lot of time into it.
 
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Yea, but what about this argument, all was done in 3-4 days and you could only work in expansion/opposition for the rest of the week? Apparently a lot of people playing put a lot of time into it.

Read the post right above yours, I included that I had meant to allow the % based to apply to Fortify/Undermine (still have the triggers, but make it so they can still be applied based on who has the higher %, keeping the incentive to keep working for your power)
 
Most work was done after 3-4 days in first cycle: undermining and fortyfing.
Only preparation was open to competition after that.

It was the first week. There will always be more people doing more stuff immediately after an update. Weather it's just trying things out or the excitement doing something new. And as the powers expand there will be more to fortify etc. So less people but more to do. Give it a few weeks before saying the cycle is too short or the triggers too low.
 
I`m really not fond of the "cycle" at all. I wish the whole thing was free flowing, just at a slow rate no matter how hard some people grind.
 
Maybe you're forgetting about opposing expansion attempts? this is where the game is at in powerplay. Let me explain.

Fortify and undermine are all about the economy of your power's CC reserves. Fortifying your systems is attempting to remove the CC cost of those systems for next cycle. what else is CC used for? Expanding: How many systems you can expand in to, and to a lesser degree 'which' systems are more sensible/viable (higher CC reserves enables you to adopt a more risky/aggressive strategy, going for a less economic system that's in a more strategical position, for example.)

Undermine is then, the equivalent to raiding your opponents mineral line in starcraft. It won't win you the game (expansion, map presence and front line action will) but it will certainly hurt your opponent by damaging their economy and so put you in a better position.

This is what Fortify and Undermine function as in powerplay.

The real action happens in what gives your power it's actual presence in the galaxy. It's ability to expand onto now areas of resource. And the ability for opposing powers to oppose those attempts.

Expansion and opposition is basically "the front line". It's where all the real power plays happen. especially when the powers begin trying to expand in to each others territory.

To make this point clearer, FD have made the thresholds for expansion and opposition dynamic. This means that for an expansion to be successful the expansion value has to be higher than the expansion success trigger value and the opposition value. What this means is that you need to constantly top up your points above the growing threshold of your oppositions, for the entire cycle. the highest at the end, wins.

This is the core of the PP game. Fortify and undermine have their place as an ability to tip the economy more in your favour and away from your opponents', but it certainly isn't what we should be focusing on as a central strategy in powerplay.
 
It's new so everyone is eager right now .. give it time to see how it pans out over a couple of weeks before suggesting such drastic changes :)

Glad you can't create a poll.
 
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