Powerplay: Ideas from the devs - Feedback wanted! #3

Zac Antonaci

Head of Communications
Frontier
Bonjour (check me out with a little bit of French there!)

Over the past few weeks, Sandro Sammarco, Frontiers Lead Designer has been working with the community closely on the topic of Powerplay. He wanted to address some of the most pressing topics and discuss, at a very early stage, ideas that are being considered.

Once again, he would be delighted if you were able to have a look give your thoughts. :)

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Hello Commanders!

Following on from previous discussions about steps we’re looking at, to address a few pressing issues with the core mechanics of Powerplay (such as powers expanding themselves into oblivion J), I thought now might be a good time to take a look further ahead into the future, at Powerplay ideas we’re mulling over for potential deployment next year (as we’ve already rather a full calendar up to the end of the year!)

And now, here comes the caveat: This is stuff we’re *considering*. It’s not yet planned or scheduled, and certainly not guaranteed.

That being said, we’ve a clutch of ideas that we want to float to see if we can’t rustle up some interesting feedback from you folk. Especially as I think these suggestions - at least to some degree - address a few of the more interesting issues we’ve already received via feedback (again, thanks for this – we do listen, even if we can’t always answer, or don’t always agree!)


Favour
Part of Powerplay is about rewarding effort, which is why the merit system works as it does. However, there has been lots of feedback from Commanders who perhaps don’t have much time to devote to the game, let alone Powerplay; they make a very reasonable argument that potential gameplay is locked from them based on arbitrary time limits rather than skill or something equally nice.

Whilst I think it’s fair to suggest that time paid in can be considered effort of a sort, it got me thinking: perhaps there might be a reasonable compromise. The result: “Favour”.

The idea behind this suggestion is that each time a Commander earns a merit, they also earn a favour. However, favour does not decay – it’s a permanent resource (well, permanent as long as the power remains active, of course).

At any time during a cycle, a Commander could “spend” favour to trigger a an individual rating’s benefits until the next cycle. The cost of triggering a rating’s benefits would likely be significantly more than the merit total required to activate them, keeping merits as the “supercharged” currency of Powerplay.

Such a system would mean however, that Commanders would not necessarily have to put large amounts of constant effort in to taste the benefits a power might offer, instead building up their rewards over time in a piecemeal fashion and choosing when to execute them.

With such a system, I believe we could also consider reverting the way merits rewards are calculated back to the more competitive allocation method we started with, where rating requirements are based on success versus one’s peers as opposed to an arbitrary threshold. I know that this proved less than popular in the first instance, but I’d be interested if folk might reconsider its value if coupled with a favour system for the less competitive power supporters. Don’t worry if you strongly disagree, just say so!


Powerplay Flag
I make no bones about my personal support for Powerplay: I love it. Grand scale power-struggles, driven entirely by Commanders, with special supporter rewards and legible, dynamically altering system rules that affect all Commanders, not just supporters.

But of course, I would say that J.

However, looking at the feedback, I observed an interesting theme: Commanders upset by the perception that once pledged to a power they felt “locked in” and unable to enjoy the freedom the game normally offered them because of the extra dangers they faced.

Again, whilst there are reasonable counters, we had a think to see what kind of options we might employ to directly address this concern, because it is a legitimate one: in general you are at significantly greater risk when pledged. The coolness of space geography offered by Powerplay does come with this increased, potentially oppressive, danger.

After a lot of furrowed brows and sugar-filled cakes, we have a suggestion that I’d love to get feedback on. Again, remember, this is just us brainstorming. We’re not locking anything in, we just want Commander opinion.

The suggestion is, simply enough, giving the ability for a Commander to toggle their Powerplay status to be active or hidden.

Now, an ability as powerful as this would absolutely have to have some pretty iron-cast rules to prevent exploitation and to keep pledging as an important decision. We’re talking within the realms of having significant enforced cool downs when hiding your powerplay status before you get the benefits (e.g. when you switch to hidden you lose all Powerplay benefits and the ability to affect Powerplay immediately, but remain visible as a target for a significant amount of time. In addition, perhaps you can only cycle this flag when docked at a starport or outpost in one of your power’s control systems).

We *think* this might give a couple of fairly strong benefits: It would hopefully reinstate to a greater degree the freedom for Commanders to choose how they spend their time.

It might also tempt more Commanders to sign up to a power, feeling a little safer in the knowledge that they would not necessarily have to swim with space sharks *all* the time thereafter.

We also think that the Powerplay flag idea and favours work well together, as they both support more freedom without taking too much away from the importance of pledging to a power.

So, such an ability as the Powerplay flag would need to be carefully controlled to prevent it from undermining Powerplay, but do you guys and gals think it would be worth the effort?


Up/Down Vote
We understand that Commanders want to be able to communicate with their own power’s supporters in game. Because of Elite’s architecture, creating large scale communication is very challenging. That’s not to say that it can’t be done or that we aren’t going to look at it, but there are significant issues and costs involved that would need to be overcome.

Putting that to one side for a moment, we want to float a simpler concept that, whilst not trivial, might offer a surprising amount of bang per buck and is almost certainly doable.

This suggestion is the idea of being able to “up vote” or “down vote” a system involved in Powerplay action. Other Commanders from your power would see this data, and we think it might function as a very clean, contextual communication of ideas.

For example, if you looked at one of your power’s control systems and saw that it had a tremendous amount of “down votes”, you could clearly infer that many supporters considered fortifying this system would be a waste of time.

Similarly, lots of “down votes” on an enemy control system would indicate that undermining it would not be appreciated by lots of folk. Importantly, you’d be able to see totals for both “up” and “down” votes for systems involved with Powerplay.

This voting is different from that used in preparation: in that instance, your votes represent your ability to influence your power’s decision process. However, up/down votes could be rationed in a similar fashion, with more being allotted to supporters of a higher rating. I guess that at the end of a cycle all such votes would be removed, ready for the next cycle’s strategy to form.

Take a moment to chew on this one. I have a feeling that it could be deceptively effective. Your thoughts are?


Freedom Fighters
Some of the feedback we’ve collected has been from Commanders that do not wish to pledge support to any power (which is totally fine, of course!), instead wanting to remain as champions to minor factions/systems they have adopted.

In general the idea of having more dovetailing between minor factions and powers is something we’re interested in, beyond the government versus ethos effect that currently exists (and that we might consider buffing significantly).

One concept that’s currently acting as a chew toy for us is the idea that Commanders could pledge to a system under the yoke of a power’s control, becoming system “freedom fighters”, ready to push back against the invader.

As a freedom fighter, a Commander would be able to take part in undermining and opposition for the system they had pledged to, effectively working with opposing powers to weaken the controlling power’s presence (and if you’ve been reading some of our other posts on Powerplay, you’ll note that we’re also considering allowing massive undermining to force a system into collapse, allowing it to shake of power control without the power being in a CC deficit – personally, I see possibilities...)

Clearly, such courageous/dastardly behaviour would not be without *substantial* danger: we’d consider freedom fighters to possibly be valid targets in any system controlled or exploited by any power that shared a major faction with the one being attacked by the freedom fighter. We’d also likely want to limit Commanders to support one system at a time, with maybe a cool down before being able to pick a new one (or perhaps some mission to “wipe” their status clean?)

I think that such a feature would require the use of Powerplay flags, discussed earlier, to prevent the role of freedom fighter being a permanent death sentence across massive swathes of human space. I also think it offers a new way to enjoy Powerplay, without being beholden to organisations you might not approve of. What do you think?


More Powerful Ethos versus Government Effect
This is another idea to increase the interaction between minor factions and powers. Of all the suggestions, it’s possibly the smallest change, but I think it has enough potential for change to be called out.

Currently, you can affect the success thresholds for expansion and fortification by flipping systems so that they align or with, or against, the ethos of the power involved. The way this works is that if more than 50% of exploited systems are aligned (either for or against) then the threshold is raised or lowered by a set percentage, around 50%. Flipping the control system in question gives an additional effect.

Whilst these are fairly solid mechanics, I can a potential issue: flipping over half of the systems exploited by a control system is a *very* big ask. Yes, it’s a simple concept, but perhaps in this case it’s a little too simple. Also, the success threshold modifier, being a static value, can potentially become irrelevant if lots of Commanders take part in the Powerplay expansion/fortification.

Our proposal would be to have the benefits and penalties of ethos versus government scale per exploited system rather than at a set 50%. This more granular approach would mean that Commanders could affect change without having to commit to such a large amount of work as flipping half the systems. It would also allow us to increase the overall range of effect – so that Commanders who did manage to flip loads of exploited systems could impose a much larger benefit/penalty. Also, this change would add another dynamic to space geography: areas of densely populated space would fundamentally have the potential to be affected more strongly than sparse areas.

Do you think this is a worthwhile idea, or do you believe it would be a waste of time! Thoughts will be greatly appreciated.


Missions, Variety and Rewards
I add this section for the record, even though I don’t have much to add apart from: yes, we will be looking at these aspects, simply because feedback has been clear and I want to emphasise that we have been listening. As usual, no ETA, but truth be told, this stuff has always been on the agenda.


Conclusion
It’s worth noting that these ideas are separate from more conventional number tweaking and balancing that we treat as an ongoing task (for example, the balance of success from different activities).

There are also any number of smaller changes that could pop up as well, like offering sanctuary from opposing powers at home systems that we suspect might offer reasonable benefits, but for this update, I wanted to cast a weather eye towards the horizon and chat a little more speculatively about what the bigger picture could evolve into.

I hope this makes our current heading a little clearer and (importantly) sparks some juicy, constructive feedback!
 
This is the best batch of ideas yet! Keep up the great work guys, if all of these things got implemented I see a lot of people taking back what they've said about Powerplay :)

I see you briefly mentioned Powerplay missions as well, definitely look into that.
 
here's my 2 cents...


Favour: a non-decay mechanic. yes, absolutely all for it.

Powerplay Flag: another worthwhile idea if done right. I personally never really felt in danger in hostile systems, but this idea still has merit.

Up/Down Vote: Not great, but definitely a step in the right direction for some communications.

Freedom Fighters: not sure about this one... need to chew on that for a bit.

More Powerful Ethos versus Government Effect: more granularity to allow CMDR's to actually see their impact is definitely a good thing.

Missions, Variety and Rewards: <<<<THIS!!!
I would would take a fraction of this over all the other ideas combined. Yes, please! We want more fun and challenging things to do. Anything beyond leaflet shipping and slaughtering braindead haulers would be a very welcome change.
 
I posted this as its own thread, but after reading the proposals I still dislike the fact that PowerPlay is a separate strategy game attached to a space sim. It's supposed to be an optional play-if-you-want career at the same time as providing the basis for how power is defined through the galaxy which seems contradictory.

For those who feel like I do, Elite: Dangerous at its core is a spaceship sim. We play it because we want to pretend that we're Han Solo/Malcolm Reynolds/Roj Blake, zooming around space making a living however we choose. PowerPlay was intended to give players another direction to follow, but instead it limits the options pilots have and in some cases works against the basic structure of the game.

So, If I am a trader, explorer, bounty hunter, smuggler or pirate, how do I participate in PowerPlay? From what I can tell, you can't. You basically have to give up your career as a pilot when you pledge to a PowerPlay Power and work specific tasks to get merits.

Merits and Control Capital have no real value in the Elite: Dangerous universe. Credits and Reputation are the currencies of the galaxy. Working towards one set hurts the other, or at least prevents advancement.

The PowerPlay Powers are not in line with the established Main Factions. Someone who is a Federation Post Commander can pledge to Senator Duval, and a Baron in the Empire can go to work for Zachary Hudson and no one bats an eye. Attacking or undermining a Power has no effect on reputation with the main faction unless you specifically attack one of their subfaction, but there is currently no tie between a Power who holds a system or the subfaction who controls it in the Background Simulator.

Rank in a Power has no tie to rank with a Faction. For example, being a top ranked member of the Federation gets you no sway with the Federation Powers, nor does ranking up with a Power affect your standing with the aligned Faction.

There are no permanent consequences to pledging to a power and quitting. There is a minor timed penalty for defecting, but Powers do not have a memory when it comes to treachery. Factions and subfactions keep track of when you wrong them and your reputation suffers, and if you continue your destructive behavior they will turn hostile and stop offering hiring you to hurt them.

PowerPlay expansion is governed through the application of Control Capital. Background Sim control is determined by faction status, economic and social strength which is altered by trading, exploration and combat undertaken by pilots who turn in missions, cargo and exploration data for rewards.

PowerPlay is purely opt-in, whereas all pilots in the game are bound by the Background Simulator and its Factions. It's very difficult to pretend that any of the Powers have true influence over the galaxy when as a group they can be collectively ignored.

Trading, exploring and combat represent the three main Pilot's Federation Elite rankings on which the core of the game itself is based, yet only combat plays a role in PowerPlay.

Those are the disconnects. Here are some suggestions.

  1. Have profits from trade, exploration data, combat vouchers, and mission rewards generated in a system by ALL pilots, pledged or not, translate into Control Capital for the faction who controls the system. This would allow Pledgers to do something other than haul leaflets or garrison goods back and forth, or spend hours in protest zones as they can fill their cargo bays with other goods other than 10 tons of leaflets, so some bounty hunting or smuggling and make a little profit and help their Power at the same time.

    It also has a side effect of making non-pledgers a factor. An independent, non-aligned pilot who just wants to make a living can decide to follow the money, but in the back of his or her mind will always have to be aware that their money might be going somewhere they don't like. Therefore, a non-pledged pilot who still favors the Empire, for example, could trade freely throughout Empire factions without having to worry that they are helping the Federation. Factions could also attempt to lure non-aligned pilots to do business using the rewards which are already in place by the Powers. (Bounty hunting bonuses, trade bonuses, etc.) This would actually make those rewards more valuable, and give non-aligned pilots a reason to sell their soul for credits.

  2. Make Background Sim Reputation and Rank carry over into PowerPlay. If you're hostile with the Federation, you can't pledge to a Fed Power. Hostile with the Empire? No deal. If you unpledge from a Power, no problem, but if you Defect that should be a hit to your rep that will take a LONG time to repair. Conversely, if you are ranked in that Faction's navy, or have a solid reputation, it should help you with the Pledged Power. Maybe this could be used to negate the effect of Merit Decay: if you are Friendly or Allied with the parent faction, Merit Decay slows or even stops, and give pilots an actual reason to stay friendly or allied with the main Faction.


  3. Powers need to be aware when a player is trying to sabotage them. You can tank a subfaction's standing in a system by accepting and then failing jobs, but it hurts your rep with them and they eventually wise up and stop letting you hurt them. Powers need to have a memory, too. And just like the sub factions, you should have to work to get back in their good graces.

  4. Something has to be done to give the Powers more character. Right now, they are fundamentally the same, outside of their portraits and description texts. Ethos just determines what kind of PowerPlay widgets you haul every 30 minutes based on your maximum allotment. Players should want to Pledge to a Power because it matches their play style more than anything else. Archon Delane should offer raid missions to destroy system authority ships and interdict trading. Mahon should be sending trade ships and courier missions to deliver envoys throughout the galaxy. Aisling Duval should be offering missions to free slaves, and destroy trade of places that allow the practice, etc. Even if these aren't missions offered through PowerPlay, the bulletin board missions should reflect the attitude of the controlling power, and the character of the Power should dictate what kind of pilots they are looking to attract.

So, TLDR; Integrating PowerPlay better with the space sim aspect of the game would give it broader appeal at the same time allowing pilots to play the game their own way and go a long way toward making PowerPlay seem less like a separate game.
 
This all sounds fantastic if you ask me. I have a question though, would favour be in addition to merits, or an either/or?

For example if I maintain Rating 4 would I still accumulated favour in order to occasionally go 'I want that Rating 5 bonus this week'?

The Freedom Fighter idea I'd a particular favourite, and I say that as a pledged Commander :)
 

Robert Maynard

Volunteer Moderator
On the Up/Down vote - is that linked to the ability to receive merits for any action in the system, i.e. if the system in question is down voted, does that mean that no merits will be gained for performing any Powerplay action in it?
 
I think the up/down vote thing is a win-win thing. :)

It's easy to understand for everyone. Everyone can express his own opinion through upvoting or downvoting. And is an ingame system to deal with actual group fragmentation.

Aaaand last but not least: thanks for the hard work!
 
Seems like an over complicated attempt at a solution to those of us who unfortunately have other demands on our time, work, family etc. Why not make the decay related to game time only, i.e. no decay while not playing so a cycle is a number of in game play hours rather than real life time. Since you seem intent on trying to make PP a major part of the game then please don't discriminate against players who have other commitments or at least put as much effort into improving the game experience for us in other ways. I also second the suggestions by others about making it more interesting with real characters and variation, I must admit I had hoped Elite would be much more RPG than this, i.e. deeper NPC interaction, more involved quests, character development when levelling up etc.
 
My feedback is ditch powerplay altogether. Your time would be far better spent working on the core game that 100% of your players play. I, for one, will never join a power. They are too cartoony and disconnected from the rest of your universe.

You have reams of unaddressed DDA stuff that would be far better for the future of the game than wasting more resources to rescue PP.
 
French words ?! That's cultural appropriation ! :D

Zac you petit coquin ;)

Now, back to work.
I feel that the problem with the merit system is that you do earn something, but it's of no real value. You earn a meaningless currency rewarded by the sum of money you had to pay to get it in the first place (in the case of trader merits having to fill their hold by paying for new quotas). And the favour probably isn't a bad idea, but I'm afraid it is, again, a meaningless currency :(

The powerplay flag sounds good but I would (personally) prefer to just remove the lawless status that allows pilots to asault anything in their space without punishment. I can understand a "possible hostile" status but there is no major faction war as far as I know, and I don't believe that having the right to shoot on sight anyone who looks like he could disagree with you while the cops close their eyes...

Yes to the upvote/downvote system and the freedom fighters.

I'm not sure I understand (or care, or have any comment) on the governement ethos.

Missions ? MOAR ! moar diversity ! moar interactions !
By the way, why don't we have escort missions/mission escorted, after all, we can have NPCs wingmen in the tutorial missions that are very well behaved ! :)
 
The suggestion is, simply enough, giving the ability for a Commander to toggle their Powerplay status to be active or hidden.

Now, an ability as powerful as this would absolutely have to have some pretty iron-cast rules to prevent exploitation and to keep pledging as an important decision. We’re talking within the realms of having significant enforced cool downs when hiding your powerplay status before you get the benefits (e.g. when you switch to hidden you lose all Powerplay benefits and the ability to affect Powerplay immediately, but remain visible as a target for a significant amount of time. In addition, perhaps you can only cycle this flag when docked at a starport or outpost in one of your power’s control systems).

We *think* this might give a couple of fairly strong benefits: It would hopefully reinstate to a greater degree the freedom for Commanders to choose how they spend their time.

It might also tempt more Commanders to sign up to a power, feeling a little safer in the knowledge that they would not necessarily have to swim with space sharks *all* the time thereafter.

Zac, this is exactly what I mean about PowerPlay being a separate game from Elite Dangerous. This is basically a toggle switch that turns PowerPlay on and off. It's a pause button. Don't want to face off with enemies of your faction so you can haul cargo or explore? Turn off the galactic struggle for power, and jump back in when you want to. It's convenient, but how can anyone take what's supposed to be a desperate, backstabbing, scheming struggle for power seriously when you can turn it off and on like the orbital lines?

Why should you have to choose between playing PowerPlay and playing Elite: Dangerous? Am I the only one who thinks this is crazy?

Edit: took out an argument that would just start an off-topic argument. :D
 
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Really nice ideas, like them all. Especially Favors, and my second favorite is more powerful ethos (to make it more strategic, i think that's how i read it).
 
Firstly, I fully understand that these are ideas and not likely to happen short term.

Saying that, Freedom fighter, sign me up :)

I'm trying to understand how it would work in practice. Let's say for instance that a certain young lady had come along and rendered my imperial human capital recruitment drive more difficult would the actions to freedom fight require overturning the control system itself, or would the undermining just mean I could remove my system from being exploited if it wasn't a control system. My understanding was that undermining only happened in control systems themselves, but I freely admit my knowledge could be shaky here.

Overall I feel these could add to the overall variety of interacting with the BGS and look as if they would assist with PP for those CMDRs more engaged with it which seems beneficial.
 
I like all of these mechanics. Particularly the "Freedom Fighter" one. I wonder what rewards would be in place to incentivise such actions, considering (presumably) they'd be unable to reap standard Powerplay benefits? And is there a reason to be a "Freedom Fighter" over simply joining a power?
 
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