Please be aware this suggestion has been superseded by more recent ones like this:
For reference: https://forums.frontier.co.uk/threads/powerplay-proposal.426940/#post6696898
Problem: Powerplay does not function well across the three modes, with antagonism between solo / PG and Open players being a drag on progress. The following offers Powerplay to both groups.
Idea: Powerplay is split into two halves: one half is Solo /PG, the other Open only. The Solo/ PG part is mission based and contributes to a weekly CG that helps players in the Open only half. So, rather than make all modes try to do the same things you provide each mode with specific jobs that amplify that modes potential.
This outline uses all of Sandros ideas plus a few more based on the 3.x BGS rework.
-----------------
General:
Both sets of players share ranks and perks as they are now.
Solo and PG players can vote as normal, thus they have an equal say in a powers choices.
The allocation increment between ranks is removed. It starts at a flat 25 per half hour.
Solo/ PG tasks (this fleshes out Sandros 'missions / favours' he went into).
Solo / PG players can undertake Powerplay themed missions (that use current mission mechanics in new ways) that contribute to a singular CG for that Power, forming a support role. This CG is tiered and each level reached unlocks a perk for the 'open side'. This would be in the form of allocation sizes and time intervals but could be extended to other bonuses (see *extras*section below).
PP themed missions would consist of the following, and would be biased in generation depending on power ethos (i.e. a power that is all hauling would have mainly hauling tasks, while a power that has violent ethos traits would have more combat missions). So covert = spy / steal missions, combat = combat, social = positive delivery missions, economic = hauling etc.
Some ideas:
Spy recovery: your power tasks you in recovering a captured VIP on a surface base or defended location. Use your SRV and break them out!
Kidnap: wipe out a visiting dignitary's escorts and steal his escape pod.
Protect: protect a Powers megaship from waves of scum sent by your enemies!
Courier: you must deliver important data that enemies want to prevent being seen.
Kill: a rival Powers ace pilot has been spotted- kill them for a propaganda coup.
Data thief: steal data from a rivals surface data point/ megaship / instillation without getting caught
Passenger (A): a VIP power dignitary wishes to tour your powers control systems. Make sure they come out alive
Passenger (B): Saboteur- smuggle these illegal passengers into rival control systems to lower their CG. If you are scanned you will be fired on.
Haul: some powers who move slaves / dissidents might have missions where you move these unfortunates, with mission wrinkles being other powers trying to convince you what you are doing is 'wrong'.
New pledges might have to undergo a mission to prove their loyalty, and once complete get a message from your glorious leader.
Wing missions could be harder versions of the above, or provide more of a challenge to solo players.
As these are completed the CG level is increased, unlocking more perks. If rivals seed saboteurs then it will lower.
These missions could also have more of your Powers 'flavour' to them- for example Archon Delaine might have more organised crime themed missions, Zemina Torval more mining based, and so on- aspects that are glossed over and forgotten. They could also be good RP windows into your power, showing what its like rounding up Utopian crimethink dissidents, or corporate officespeak with Li Yong Rui.
Solo PG also has the task of BGS upkeep (as it is now).
Open tasks:
In this proposal, all tasks that are done today are done in Open only here. So fortifying, prepping, UM, expansions are done on a level playing field (or as near to one as you can get technology wise).
Expansions by combat now use the 'new' CZ mechanics. Although this does mean more hopping between zones it does stop AFK (away from keyboard) players farming merits in tough turret based ships that use heal beams (as demonstrated in the Healies 4 Feelies videos). Each intensity (lo,med high) also reward more merits based on difficulty chosen.
All of Sandros suggestions in the link at the top of the thread would be used (weighting, prep votes etc) and would hopefully make 5C more manageable. Along with CZ changes it would limit exploitation. Being realistic it will not wipe out all problems but thats down to P2P in the end. All powers are inbound fortifiers, 'uncapped' undermining (which dovetails well into solo players increasing allocations to help), BGS footprints now in capitals / control systems only (so only these systems need to be aligned to lower fortification) and so on.
Extras:
If Crossplay was an option, this would be fantastic.
You could make two CGs for solo players: one CG that makes fortifying easier, and one that unlocks personal bonus perks. So Solo players would then have a choice to either enable personal bonuses and / or help the power globally as the week goes on. So it might be Hudsons CGs would be (as a quick idea):
CG (fortify logistics) - each tier increases allocation size and lowers allocation timer
CG (bounty payout) - each tier increases bounty multiplier by 20% (or some figure)- it might be this bonus is the one normally locked to (3 /2/1) Galactic standing that a lot of smaller powers never see.
Blocking rules: blocking rules could stay the same if there was a clause stating pledges cannot block other pledges from play. To make it fair outside of PP, you can switch off your pledge but it disables your Powerplay UI and resets your merits to 0 (or some penalty).
Another idea is that the second CG might act as a weekly Powerplay salary multiplier- R5 is currently 50 million which is peanuts in the face of void opal mining. This might be a fun temptation to allow powers to help pilots who focus 100% on Powerplay get a decent reward.
Players have two ways to get a module: a tech broker at that powers capital (no pledge required), or pledge and gain 1000 merits.
---------
As you can see, this proposal elaborates on the groundwork Sandro undertook, separating out Powerplay into tasks that work with modes and not try to make everything fit (which does not work, at least IMO). It uses mechanisms in the game now (CGs, 3.X BGS features and missions) and would not require any new assets other than new mission templates- more importantly it is not much more than what Sandro felt was possible in the dev time available. Everyone has an interlocking role regardless how they play- solo guys get PP missions that explore the power from the inside out (and determine bonuses and allocation perks), while open players get organised team v team gameplay.
Powerplay Proposal (strong anti 5C, mode specific, plus other tweaks)
This is a Powerplay overhaul proposal that uses all of Sandros ideas plus a few more based on the 3.x BGS rework to enhance the feature, and employ strong anti 5C measures. Sandro Sammarcos proposal changes are included as they were originally. Problem Powerplay does not function well across...
forums.frontier.co.uk
For reference: https://forums.frontier.co.uk/threads/powerplay-proposal.426940/#post6696898
Problem: Powerplay does not function well across the three modes, with antagonism between solo / PG and Open players being a drag on progress. The following offers Powerplay to both groups.
Idea: Powerplay is split into two halves: one half is Solo /PG, the other Open only. The Solo/ PG part is mission based and contributes to a weekly CG that helps players in the Open only half. So, rather than make all modes try to do the same things you provide each mode with specific jobs that amplify that modes potential.
This outline uses all of Sandros ideas plus a few more based on the 3.x BGS rework.
-----------------
General:
Both sets of players share ranks and perks as they are now.
Solo and PG players can vote as normal, thus they have an equal say in a powers choices.
The allocation increment between ranks is removed. It starts at a flat 25 per half hour.
Solo/ PG tasks (this fleshes out Sandros 'missions / favours' he went into).
Solo / PG players can undertake Powerplay themed missions (that use current mission mechanics in new ways) that contribute to a singular CG for that Power, forming a support role. This CG is tiered and each level reached unlocks a perk for the 'open side'. This would be in the form of allocation sizes and time intervals but could be extended to other bonuses (see *extras*section below).
PP themed missions would consist of the following, and would be biased in generation depending on power ethos (i.e. a power that is all hauling would have mainly hauling tasks, while a power that has violent ethos traits would have more combat missions). So covert = spy / steal missions, combat = combat, social = positive delivery missions, economic = hauling etc.
Some ideas:
Spy recovery: your power tasks you in recovering a captured VIP on a surface base or defended location. Use your SRV and break them out!
Kidnap: wipe out a visiting dignitary's escorts and steal his escape pod.
Protect: protect a Powers megaship from waves of scum sent by your enemies!
Courier: you must deliver important data that enemies want to prevent being seen.
Kill: a rival Powers ace pilot has been spotted- kill them for a propaganda coup.
Data thief: steal data from a rivals surface data point/ megaship / instillation without getting caught
Passenger (A): a VIP power dignitary wishes to tour your powers control systems. Make sure they come out alive
Passenger (B): Saboteur- smuggle these illegal passengers into rival control systems to lower their CG. If you are scanned you will be fired on.
Haul: some powers who move slaves / dissidents might have missions where you move these unfortunates, with mission wrinkles being other powers trying to convince you what you are doing is 'wrong'.
New pledges might have to undergo a mission to prove their loyalty, and once complete get a message from your glorious leader.
Wing missions could be harder versions of the above, or provide more of a challenge to solo players.
As these are completed the CG level is increased, unlocking more perks. If rivals seed saboteurs then it will lower.
These missions could also have more of your Powers 'flavour' to them- for example Archon Delaine might have more organised crime themed missions, Zemina Torval more mining based, and so on- aspects that are glossed over and forgotten. They could also be good RP windows into your power, showing what its like rounding up Utopian crimethink dissidents, or corporate officespeak with Li Yong Rui.
Solo PG also has the task of BGS upkeep (as it is now).
Open tasks:
In this proposal, all tasks that are done today are done in Open only here. So fortifying, prepping, UM, expansions are done on a level playing field (or as near to one as you can get technology wise).
Expansions by combat now use the 'new' CZ mechanics. Although this does mean more hopping between zones it does stop AFK (away from keyboard) players farming merits in tough turret based ships that use heal beams (as demonstrated in the Healies 4 Feelies videos). Each intensity (lo,med high) also reward more merits based on difficulty chosen.
All of Sandros suggestions in the link at the top of the thread would be used (weighting, prep votes etc) and would hopefully make 5C more manageable. Along with CZ changes it would limit exploitation. Being realistic it will not wipe out all problems but thats down to P2P in the end. All powers are inbound fortifiers, 'uncapped' undermining (which dovetails well into solo players increasing allocations to help), BGS footprints now in capitals / control systems only (so only these systems need to be aligned to lower fortification) and so on.
Extras:
If Crossplay was an option, this would be fantastic.
You could make two CGs for solo players: one CG that makes fortifying easier, and one that unlocks personal bonus perks. So Solo players would then have a choice to either enable personal bonuses and / or help the power globally as the week goes on. So it might be Hudsons CGs would be (as a quick idea):
CG (fortify logistics) - each tier increases allocation size and lowers allocation timer
CG (bounty payout) - each tier increases bounty multiplier by 20% (or some figure)- it might be this bonus is the one normally locked to (3 /2/1) Galactic standing that a lot of smaller powers never see.
Blocking rules: blocking rules could stay the same if there was a clause stating pledges cannot block other pledges from play. To make it fair outside of PP, you can switch off your pledge but it disables your Powerplay UI and resets your merits to 0 (or some penalty).
Another idea is that the second CG might act as a weekly Powerplay salary multiplier- R5 is currently 50 million which is peanuts in the face of void opal mining. This might be a fun temptation to allow powers to help pilots who focus 100% on Powerplay get a decent reward.
Players have two ways to get a module: a tech broker at that powers capital (no pledge required), or pledge and gain 1000 merits.
---------
As you can see, this proposal elaborates on the groundwork Sandro undertook, separating out Powerplay into tasks that work with modes and not try to make everything fit (which does not work, at least IMO). It uses mechanisms in the game now (CGs, 3.X BGS features and missions) and would not require any new assets other than new mission templates- more importantly it is not much more than what Sandro felt was possible in the dev time available. Everyone has an interlocking role regardless how they play- solo guys get PP missions that explore the power from the inside out (and determine bonuses and allocation perks), while open players get organised team v team gameplay.
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