Powerplay in Solo

As I said elsewhere the definition of risk needs to be clear.

If risk = risking assets = credits + time

A fully engineered ship risks far more than a stock sidey.

If risk is only defined as difficulty of a particular activity given the tool you use, that would be absurd, no?
 
Frontier's decision to make PvP optional means that no pan-modal features require PvP - which is arguably unfair to those who prefer PvP - however we all bought or backed a game with optional PvP. Player opposition, in any game feature (apart from CQC), with the challenge that it may offer, is therefore optional for those who wish to engage in it. Frontier also choose not to increase the challenge posed by NPCs in general to levels that would make the game unfun for players at the lower end of the skill distribution.
But until NPCs are equal to players you can't consider them an equal opposition- since Open is whatever NPC RNG is + pledges + anyone else thats a lot more to consider. Its does not matter if players find it 'unfun', it has to pose enough threat regardless to alter how you play otherwise its ineffectual. Until PP NPCs offer consistent challenges players who face other players are doing more directly and indirectly.

FD can achieve that via a redesign, or weighting. Ironically Solo would be the hardest mode if the NPCs were actually potent.

Thanks for the clarification. Maybe the few who have bothered to spend their time unlocking Engineers, gathering materials, theorycrafting their builds,

Which is the majority of pledges really, going by the amount of Discord channels devoted to it.

It would have the consequence that those who consciously choose to use OP gear would receive less reward though.
Powerplay is objective driven. It makes sense that rewards are derived from objectives being won.
 

Robert Maynard

Volunteer Moderator
As I said elsewhere the definition of risk needs to be clear.

If risk = risking assets = credits + time

A fully engineered ship risks far more than a stock sidey.

If risk is only defined as difficulty of a particular activity given the tool you use, that would be absurd, no?
Engineering adds nothing to the rebuy - so a fully engineered ship risks no more than an unengineered ship.

Engineering probably reduces the risk of destruction - very significantly in some cases.
 
Engineering adds nothing to the rebuy - so a fully engineered ship risks no more than an unengineered ship.

Engineering probably reduces the risk of destruction - very significantly in some cases.

If you have the threat of facing equally potent designs the difference is negated, unlike in solo with PP NPCs 100% of the time having no engineering at all.
 

Robert Maynard

Volunteer Moderator
But until NPCs are equal to players you can't consider them an equal opposition- since Open is whatever NPC RNG is + pledges + anyone else thats a lot more to consider.
In a game where other players are optional I'd suggest that NPCs won't be set to a level that is equal to players - in a game that does not offer a difficulty level setting.
Its does not matter if players find it 'unfun', it has to pose enough threat regardless to alter how you play otherwise its ineffectual. Until PP NPCs offer consistent challenges players who face other players are doing more directly and indirectly.
Threat to whom? Not all players will face the same challenge differential simply because not all players have the same skill.
FD can achieve that via a redesign, or weighting. Ironically Solo would be the hardest mode if the NPCs were actually potent.
.... and the probability of NPCs being set to that level of challenge this long after release is, I would suspect, miniscule.
Which is the majority of pledges really, going by the amount of Discord channels devoted to it.
Which is not representative of all pledges - as Powerplay can be engaged in after about an hour's gameplay, i.e. one can pledge immediately after leaving the starter systems.
Powerplay is objective driven. It makes sense that rewards are derived from objectives being won.
In which case it's nothing to do with risk - just achieving the objective.
 

Robert Maynard

Volunteer Moderator
If you have the threat of facing equally potent designs the difference is negated, unlike in solo with PP NPCs 100% of the time having no engineering at all.
The player in the ship that has less risk-mitigation engineered in faces the greater risk, if player skill is equal.

I strongly suspect that some players have no engineering at all.
 
OP, your views are broadly aligned with the majority of the playerbase, but the vocal forumites do not represent it. As the last few pages demonstrate, you will be attacked and ridiculed in an attempt to make you give up & shut up. I hope you have thick skin. o7
 
OP, your views are broadly aligned with the majority of the playerbase, but the vocal forumites do not represent it. As the last few pages demonstrate, you will be attacked and ridiculed in an attempt to make you give up & shut up. I hope you have thick skin. o7

lol got any sources for that or you in charge of the good ship hyperbole?
 
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Equalizing difficulty is fundamentally impossible, anyway. Difficulty is largely dependent on player skill , so what's easy to one player may be impossible to another.

If you truly wanted equalized difficulty, you would need to implement an ELO system, and highly skilled players would be unable to instance with low skill players. Other games have been experimenting with competitive gameplay like this since the 90s, and it's one of the few ways they've effectively been able to solve the problem.
 
OP, your views are broadly aligned with the majority of the playerbase, but the vocal forumites do not represent it. As the last few pages demonstrate, you will be attacked and ridiculed in an attempt to make you give up & shut up. I hope you have thick skin. o7

you wish. at page #1 already the thread has gone places ignoring op completely.

you know, he has a point and everybody(*) knows that. but he is also playing the wrong game and everybody except him seems to know that. many like him have been where he is now, he just needs to adjust. meanwhile, other forumites are just having a hearty chat because these threads just lift everybody's spirits! it's the circle of life! cheers!

(*) stylistic hyperbole.
 
With your logic, solo player should not even get engineering or land on planet, although they have paid the same price to buy the license
 
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lol got any sources for that or you in charge of the good ship hyperbole?
Actually, if you were around when the idea was floated by a member of FDev staff (and by your forum date you were), paying attention to those threads did show a majority of posters in favour of many of the proposed changes, but a lot of posts from less posters opposing any changes. So... 🤔
 
Actually, if you were around when the idea was floated by a member of FDev staff (and by your forum date you were), paying attention to those threads did show a majority of posters in favour of many of the proposed changes, but a lot of posts from less posters opposing any changes. So... 🤔

That's assuming the forum community is representative of the wider player base.
 
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