To use a well-known phrase... Okay, I'll bite!
Here are my suggestions...
Integrate "Power" Stuff With Minor Faction Allegiances
Like this...
[url]http://i766.photobucket.com/albums/xx310/CaptainKremmenED/Suggestion%20Box/Powers%201_zpsf9esc9cv.jpg[/URL]
That alone opens up a LOAD of "integration-friendly" possibilities...
BBS Missions
Once some Minor Factions are given Power-based allegiance (as an extension of Major Faction allegiance), the impact of some Bulletin Board missions will be implicitly Power-related. Powers will benefit/suffer from mission activity if the "sponsoring" and/or "target" Minor Factions are allied to a Power figure.
We already have missions that are unavailable because "this faction does not trust you enough". Extend that to include the Minor Faction's Allegiance, compared against the pilot's pledged status...
- Use the interplay between Minor Faction Reputation and pilots' Power "Pledged" Allegiance to determine which missions are available.
- Power "sensitive" missions (ie. ones that could impact system control on the Power landscape) would only be available to appropriately pledged pilots.
- Use pledged pilot Levels in their Power progress to unlock the more interesting missions.
So, for high-level pledged pilots in relevant locations (ie. where their Power is active), all available mission types become "Power" missions.
This means greater variety. And going forward, every single mission "variety" enhancement will be leveraged straight into PowerPlay.
For pilots, Minor Faction
Reputation gains/losses could be aligned with Power Stuff in interesting ways. Currently, the
Major Faction reputation rises and falls in line with Minor Faction reputation. Consider the possibilities of extending this to something like the "Favour" concept (or even just calling in "Power Reputation", and keeping all those ducks in a row).
It also has the neat benefit for
selling exploration data. When sold to UC at stations owned by "Power-allied" Minor Factions, Power-related benefits could flow.
Given all the above,
pilots could then play as they wish, while still being engaged with Power Stuff. 100% of existing in-game mechanics would have Power carry-over.
Impact of Minor Faction Rework on Global Power Mechanics
The above Minor Faction integration invites a re-imagining of the weirder Power concepts like Exploitation, Command Capital, etc.
If a system's Controlling Minor Faction is allied with the nearby Power (ie. controlling system close by), some concept other than "exploited" can be used. Perhaps such systems are more like "coalitions", or "bloc systems", or "aligned". If the Controlling Minor faction is
not allied with the nearby Power, stick with "exploited".
Command Capital value could change based on the Controlling Minor Faction's level of influence (and its alliance). Systems could then gain and lose profitability based on their Minor Faction situation - famine, war, boom, flipping, etc.
Pilots would collectively have a vested interest in "building up" individual system health and well-being, to keep the Command Capital flowing. Keeping the population on-side with the favoured Controlling Minor Faction would be key to a stable power structure and support base.
Review Power Pledge Costs, Benefits and FUN FACTOR
The
benefits of being pledged to a Power are pretty dodgy. The quirky bonus equipment is AT BEST "not better" than regular stuff, and more often worse.
The
negative impacts of being pledged are many, and can be a real turn-off. Loss of freedom to roam without a target painted on your head. Distorted play, like being made to wait 30 minutes for another "parcel of stuff" to be handed out (people logging in via laptop at work, camping stations, collecting goods to ship in the evening). No progressive credit earning. No time to enjoy Power-conferred bonuses like bounty/exploration multipliers, due to the "either/or" approach to Power vs. non-Power actions. The way the merit decay makes pilots feel inside. The limited mission styles and unbalanced merit earnings. The list goes on.
This needs a fundamental reappraisal!
You need to ask some serious questions for PowerPlay to answer.
- What is FUN about PowerPlay? If it's not really good fun, why do it?
- What is CHALLENGING about PowerPlay? If it's not an intellectual, organisational and/or skill-based challenge, why do it?
- What is BORING about PowerPlay? If it is boring, get rid of it!
- What is ANNOYING about PowerPlay? If something is annoying, was it supposed to be "fun" or "challenging", but is being let down by the mechanics involved? If so, fix the mechanics making it annoying.
- What DRAWS YOU IN to the "living galaxy" when involved in PowerPlay?
- What BREAKS IMMERSION and smashes the concept of a "living galaxy" when involved in PowerPlay?
- What feels like ADVANCEMENT when flying around doing things in PowerPlay?
- What feels POINTLESS when flying around doing things in PowerPlay?
Example...
Being interdicted by "rival power" hit squads in your own Power HQ.
Sounds like fun - a bit of risk, a bit of pew-pew. But...
- If the attacking ships are idiot-level NPCs, it's no challenge - so BORING.
- If it happens too frequently, it becomes ANNOYING. It is also IMMERSION-BREAKING, as there is no sense in rival power hit squads roaming free in your HQ system.
- If you are given a reward for successfully eliminating a rival power hit squad, great - you can at least gain some ADVANCEMENT. But to gain no benefit whatsoever makes the exercise POINTLESS.
The same analysis should be run through for:
- Each available mission type.
- Each way of earning "merits".
- Reason for expanding your Power.
- Each Power-specific magic weapon/module.
- Each facet of "non-Power" style Elite play, from the perspective of a pledged pilot. Is Trading still FUN? Does Exploration benefit Powers, or is it pointless? Does being pledged to an exploration-focused Power actually help ADVANCE your exploration gameplay, or render it POINTLESS?
etc.
Leverage Existing Game Mechanics for Additional Power Benefits
Look to use what you already have, to give PowerPlay some actual sparkle, and some point. For example,
Rapid Response Squadrons
The higher your "level" as a pledged pilot, the more likely it is that a
Power Rapid Response Wing will be deployed to
assist you if you are attacked. Just use the same sort of spawn mechanic as the "system authority" response, but with Power-aligned NPC ships. Have them turn up faster if you are close to your HQ or Control systems. That way, if you are attacked by those silly "rival Power hit squads" in your own HQ, a squadron of angry Eagles appears to shoot them up.
Suddenly, there is a real-world benefit to being a pledged Pilot - your own wing of defenders, appearing on demand.
Redeem Bounty Vouchers and Combat Bonds Anywhere in Power Space
In the same way that you can currently land on
any station to cash in a Bounty Voucher or Combat Bond for an in-system Minor Faction, make it possible to cash them in for
any Minor Faction in Power-controlled space, if you dock at a station in that Power region.
Another instant benefit to being a pledged pilot - no need to travel to every darn system controlled by your Power. Convenient cashing in of a broad range of vouchers, facilitated by your friendly neighbourhood Power.
Make Sure Stuff Actually Works Properly and Consistently
Please shore up the Background Sim. Run extra internal simulations, add some extra back-end debugging, publish what is
supposed to happen and when (so the players can actually differentiate "correct" and "incorrect" behaviour), etc. Us players have been tearing their hair out right from 1.0, through to 1.2, and then
still more crazy stuff hit the BGS when 1.3 arrived. This demoralises, frustrates and discourages the very groups you need to engage.
Please improve stuff like relevance of ship spawning, NPC AI, etc. It doesn't make sense for roaming hit squads to be blithering idiots who cannot shoot straight. It doesn't make sense that they fly around unopposed in enemy power regions (Hint: We all
know NPCs don't actually interdict other NPCs, but at least spawn ships in such a way as to
pretend they do).
Please address the CRAZY EDGE CONDITION mess that PowerPlay introduces. It really shows its rough edges right now, and makes it look exactly like a layer slapped on top of an existing game world. For example,
- Empire Internal Security not stepping in to help a a CLEAN Imperial Earl being attacked by CLEAN ships in a system that has a "Controlling Minor Faction" allied to the Empire. Supposedly because a Federation-aligned Power figure is somehow "in charge".
- Said Imperial Earl becoming WANTED for defending himself.
Indeed, please consider ensuring
Rule Of Law is restored across Elite space. If there is jurisdictional authority, there is NO justification for allowing a ship to attack a CLEAN ship without itself becoming WANTED. It shouldn't matter who is "pulling the strings"; An unlawful attack is an unlawful attack. If a manipulative Power wants to press buttons and have someone killed,
get them to issue a bounty on a pilot that has done them wrong. Work WITH the legal system... don't compromise/discard it for the sake of Power Pew-Pew.
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Summary - Final Words
If PowerPlay worked like this, above, I'd actually be interested in playing it. It would be integrated with the "proper" Elite Dangerous, would be as fun and involving as the "proper" Elite Dangerous, and would be inclusive of existing gameplay activities... which could occur under the "PowerPlay" umbrella.
Unfortunately, as it stands today, PowerPlay gets an emphatic "hell, no" from me. It comes across as a minimally integrated add-on layer that could have been slapped on top of practically
any multiplayer game with a map. World of Tanks, Elder Scrolls, Star Wars, heck - it could be plonked on Minecraft. But it would transform none of them, benefit none of them, and be a disappointing add-on... because it's not
Right.
I'm sorry to be so blunt here, but PowerPlay strikes me as being a "separate" layer
so as not to break anything else already in and running. These are the kinds of compromises that happen when
live-running products are enhanced and extended... without significant resources being available to do the kind of job that
would have been done if tackled
prior to release. With the approach, "For God's sake, don't change the existing stuff!", you're left with a system that is, as Michael Brookes described it, "deliberately kept separate". Yes, it's pretty clear that it's been kept separate, let me tell you!
But it wasn't kept separate, I fear, in order to enhance the gameplay experience. The gameplay experience, in all honesty, is
not good. It was kept separate because that limited the risks behind the PowerPlay code changes.
That design and delivery approach was reasonably successful at
not breaking everything else, I guess. To me, though, it was NOT successful at delivering a compelling new way of enjoying Elite Dangerous.
It's all well and good to say, "You don't have to like it, and don't have to play it", but you should really
WANT players to like it, and WANT them to be keen to play it! Months of effort went into this stuff, instead of being put into other things on the to-do list. True, PowerPlay didn't destroy the integrity of the existing game code, but in my book, it didn't deliver compelling, rich and fun gameplay experiences - which is surely the key objective here...?
To
fix PowerPlay, I really think you need to take a good, hard look at the decision making behind the allowed scope of changes. Because just
tinkering with add-on bits (Favour) and magic numbers (expansion formulae) won't resurrect PowerPlay.
I reckon you need to
commit to a full and proper rework and BGS integration of PowerPlay... with all that it entails in terms of software risk, extra testing,
community involvement and rollout complexity.
Don't go all Secret Squirrel on us again, please. Don't just "tinker" with PowerPlay around the edges.
Discuss the issues with your playerbase, then dive in with confidence and
build it properly. Throw away all the not-fun/frustrating/boring stuff (most of it, in my opinion), and
integrate it. Not as a "separate" slap-on layer, but as a core set of mechanics alongside everything else.
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That's my list of stuff... thanks for asking for feedback.
Good luck!