Powerplay Manual For Dummies - 1.3

The one thing missing at the start of the entire thread is "Why you should give a dam". What is the point of powerplay? Why should I bother?

Fun? Isn't that the only viable answer for a computer game?

Since when is it 'fun' to try to work out an overcomplicated game mechanic, which no one really understands and which has no point and is obviously a complete waste of time? It's actually far more fun to laugh you off this thread for connecting the idea of 'fun' with PP, whilst trying to troll someone for pointing out that there's no point to PP.

'PowerPlay is "fun".'
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Thanks for that, OP - the clearest guide I've found so far.

Having steadfastly avoided PP entirely until now, what with everything else Elite has failed to deliver I figured I may as well go through PP and pick up all of the special Power-specific modules, starting with Mining Lances. So I just need to join Torval's Power, wait four weeks, then collect 750 Merits, and buy my special module. So now I need Trade Agreements. So I go to a faction world and am offered Political Prisoners and Torval Deeds, but no Trade Agreements. And where do I find them? No one will say. Because anyone can see that if they did tell me I wouldn't be interested by now anyway. Because it's just another series of tedious hoops to jump through and no one else is interested either. And there isn't a single guide anywhere which actually describes all the hoops. They're all rubbish. Especially this one. So even if it wasn't pointless PP is impossible to play anyway.

What's that necro stuff? Let PP die!

+1 Absolutely. PP has to be removed from the game entirely, exactly as I said when it came out. What a complete joyless funless pathetic embarrassing waste of time. How these people call themselves game designers.
 
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