PowerPlay: Proposed Ideas & Changes
Hello everyone!
I'd like to bring up an interesting list of suggestions and ideas that would greatly open up the lore and gameplay with PowerPlay. These ideas I think would open up the scale and importance of the political war between superpowers like the Federation and Empire. So let's get started!
Idea #1 - Power Missions
• Power missions are Lore missions, giving players the chance to understand the history of the Character and how he/she rose up as a powerful force. As you progress through power missions, your reputation with that character increases and your enemies decreased. The more rep you gain, the more secretive missions, discoveries and rewards, and more personal conversations with people like the Emperor. In addition, power modules could be integrated as rewards for power missions to make things sense. For example, to unlock Imperial Hammers for a week you need to help the Emperor by delivering stuff to Gutamaya or system security. If the weapons are locked then you will need to start the progression to unlock again to do so. The time to unlock shouldn't take days to do, and every mission should feel fresh or different. To see power missions for a power you need to be pledged to that power and at the headquarters. Another idea with power missions is that they could be split into different types, such as:
• PowerPlay
• Lore & History
• Research
• Personal
Idea #2 - Power Attacks
• This is a nasty one, and can make the competition of PowerPlay more fierce. If you're at Rank 5 with one of the main superpowers, you will have 1 opportunity per 1-2 weeks to deploy a Power Attack. What this will do is order the Power to send a capital ship to the system, increasing triggers for the opposition that will make it harder to complete. The opposition can do the same, but both sides will reach a max of 3 capital ships per system. If they are deployed at Expansions, they may be seen at Crime Sweep (PP Conflict Zones) in battles to make things interesting.
Idea #3 - Picking your Rank Bonus
• So you have a favourite power? You've undermined a system and gathered thousands of merits, but the new cycle has ended and your new rank appears. This time, you will be given the opportunity to choose a bonus that is available for your rank. This is probably one of the most important PowerPlay ideas that will help give the player a choice, rather than siding with a power he/she hates but has no choice. For example, at Rank 5 Felicia Winters offers an influence bonus to BGS but Zachary Hudson doesn't have the option. If you give players the ability to choose a bonus, the battlefield of PowerPlay becomes balanced rather than a power2win scenario.
Idea #4 - PowerPlay is Open Only
• This'll probably be a popular one to discuss about. We all know about the Open, Private Group and Solo debate right? The reason I've brought this up is that Frontier has encouraged PvP engagements in PowerPlay. If you died to someone marked as enemy, it's consensual and has meaning to it. Some PowerPlay groups have rules to do PowerPlay in Open only. If a group is seen to do it in Private Group or Solo, they are given a bad reputation by surrounding power communities for doing so. We shouldn't have groups like these named and shamed for an issue that could go on forever. PowerPlay is where PvE/PvP action is at, so let's have PowerPlay an open only mechanic. This can be done by removing merit rewards in Solo and Private Group, such as setting a NPC worth as 0 merits. On a side note, enemy players should be changed from a 1 Merit reward to 10-30 merits.
Idea #5 - More PowerPlay Rewards
• This comes in with Idea #1. As you progress through the power, you will receive special items such as military uniforms, hats, pants, helmets, power ship skins, modules and weapons! This will of course take some time to do, especially in regards to creating the content itself. The end result would see a great variation and choice of where the player wants to go. In addition to Power Missions it will help rank progression to ships depending on the allegiance of that power. So let's dive into some ideas of what weapons or modules we could see. Here's a list of the following:
• Tractor Beam - Using Thargoid gravitational technology, the tractor beam produces a directional pull of an object towards the owner of the hardpoint. Due to the dangerous nature of it, the tractor beam can only pull small objects and possibly small-medium ships.
• Advanced Railgun (Large) - With higher damage than the medium railgun, this large railgun fires high velocity shots at the cost of more generated heat and distribution power.
• The Pillager (Huge Railgun) - The Pillager is a huge railgun and known to be one of the most dangerous and expensive weapons of the Galaxy. It emits a high velocity beam for a few seconds before reloading again. It's a very hot weapon and a single shot can drain the whole weapon's capacitor. It is rumoured to be a capital ship killer.
• Plasma Torpedo - The new weapon of the Federation. The plasma torpedo fires faster than a torpedo with higher damage than the huge plasma accelerator. Unfortunately like all other torpedoes, the plasma torpedo suffers a lack of ammo capacity.
• Implosion Bomb - Designed by Yuri Grom manufacturers, the implosion bomb is one of the coolest and frightening weapons today. Once deployed, the bomb creates an implosion and a damaging shockwave hitting all ships within a range of 2km. It's most effective on hull than shield.
• Force Disruptor - Another fine work of Thargoid technology. The force disruptor creates a large and noticeable bubble around the person's ship, disrupting all frameshift abilities inside the bubble within a 3km radius. Due to side effects of the weapon, your ship will automatically slow down while it's activated.
I hope you guys like some or most of these ideas, as I'm really confident that these changes will make not only PowerPlay but the whole game more exciting in various ways. Feel free to discuss your thoughts and opinions on this.
Fly Dangerously, Commanders!
- CMDR StarfireIX
Hello everyone!
I'd like to bring up an interesting list of suggestions and ideas that would greatly open up the lore and gameplay with PowerPlay. These ideas I think would open up the scale and importance of the political war between superpowers like the Federation and Empire. So let's get started!
Idea #1 - Power Missions
• Power missions are Lore missions, giving players the chance to understand the history of the Character and how he/she rose up as a powerful force. As you progress through power missions, your reputation with that character increases and your enemies decreased. The more rep you gain, the more secretive missions, discoveries and rewards, and more personal conversations with people like the Emperor. In addition, power modules could be integrated as rewards for power missions to make things sense. For example, to unlock Imperial Hammers for a week you need to help the Emperor by delivering stuff to Gutamaya or system security. If the weapons are locked then you will need to start the progression to unlock again to do so. The time to unlock shouldn't take days to do, and every mission should feel fresh or different. To see power missions for a power you need to be pledged to that power and at the headquarters. Another idea with power missions is that they could be split into different types, such as:
• PowerPlay
• Lore & History
• Research
• Personal
Idea #2 - Power Attacks
• This is a nasty one, and can make the competition of PowerPlay more fierce. If you're at Rank 5 with one of the main superpowers, you will have 1 opportunity per 1-2 weeks to deploy a Power Attack. What this will do is order the Power to send a capital ship to the system, increasing triggers for the opposition that will make it harder to complete. The opposition can do the same, but both sides will reach a max of 3 capital ships per system. If they are deployed at Expansions, they may be seen at Crime Sweep (PP Conflict Zones) in battles to make things interesting.
Idea #3 - Picking your Rank Bonus
• So you have a favourite power? You've undermined a system and gathered thousands of merits, but the new cycle has ended and your new rank appears. This time, you will be given the opportunity to choose a bonus that is available for your rank. This is probably one of the most important PowerPlay ideas that will help give the player a choice, rather than siding with a power he/she hates but has no choice. For example, at Rank 5 Felicia Winters offers an influence bonus to BGS but Zachary Hudson doesn't have the option. If you give players the ability to choose a bonus, the battlefield of PowerPlay becomes balanced rather than a power2win scenario.
Idea #4 - PowerPlay is Open Only
• This'll probably be a popular one to discuss about. We all know about the Open, Private Group and Solo debate right? The reason I've brought this up is that Frontier has encouraged PvP engagements in PowerPlay. If you died to someone marked as enemy, it's consensual and has meaning to it. Some PowerPlay groups have rules to do PowerPlay in Open only. If a group is seen to do it in Private Group or Solo, they are given a bad reputation by surrounding power communities for doing so. We shouldn't have groups like these named and shamed for an issue that could go on forever. PowerPlay is where PvE/PvP action is at, so let's have PowerPlay an open only mechanic. This can be done by removing merit rewards in Solo and Private Group, such as setting a NPC worth as 0 merits. On a side note, enemy players should be changed from a 1 Merit reward to 10-30 merits.
Idea #5 - More PowerPlay Rewards
• This comes in with Idea #1. As you progress through the power, you will receive special items such as military uniforms, hats, pants, helmets, power ship skins, modules and weapons! This will of course take some time to do, especially in regards to creating the content itself. The end result would see a great variation and choice of where the player wants to go. In addition to Power Missions it will help rank progression to ships depending on the allegiance of that power. So let's dive into some ideas of what weapons or modules we could see. Here's a list of the following:
• Tractor Beam - Using Thargoid gravitational technology, the tractor beam produces a directional pull of an object towards the owner of the hardpoint. Due to the dangerous nature of it, the tractor beam can only pull small objects and possibly small-medium ships.
• Advanced Railgun (Large) - With higher damage than the medium railgun, this large railgun fires high velocity shots at the cost of more generated heat and distribution power.
• The Pillager (Huge Railgun) - The Pillager is a huge railgun and known to be one of the most dangerous and expensive weapons of the Galaxy. It emits a high velocity beam for a few seconds before reloading again. It's a very hot weapon and a single shot can drain the whole weapon's capacitor. It is rumoured to be a capital ship killer.
• Plasma Torpedo - The new weapon of the Federation. The plasma torpedo fires faster than a torpedo with higher damage than the huge plasma accelerator. Unfortunately like all other torpedoes, the plasma torpedo suffers a lack of ammo capacity.
• Implosion Bomb - Designed by Yuri Grom manufacturers, the implosion bomb is one of the coolest and frightening weapons today. Once deployed, the bomb creates an implosion and a damaging shockwave hitting all ships within a range of 2km. It's most effective on hull than shield.
• Force Disruptor - Another fine work of Thargoid technology. The force disruptor creates a large and noticeable bubble around the person's ship, disrupting all frameshift abilities inside the bubble within a 3km radius. Due to side effects of the weapon, your ship will automatically slow down while it's activated.
I hope you guys like some or most of these ideas, as I'm really confident that these changes will make not only PowerPlay but the whole game more exciting in various ways. Feel free to discuss your thoughts and opinions on this.
Fly Dangerously, Commanders!
- CMDR StarfireIX
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