Introduction
I'll keep this brief because the rest of this suggestion is huge... Powerplay, in my opinion, is a failed system. Players have to invest their time and energy into finding out information scattered across numerous websites, Discords and TeamSpeak servers in order to get a glimpse of what's happening for their specific Power Faction they've chosen. While I'm sure a lot of players and members of this community would run to defend the current system because its currently whats keeping them playing Elite Dangerous, I ask you to bare with me and see this through. The solution is simply a rework of the current Powerplay model, in that it combines the social aspect of Powerplay which currently lies outside the game and removes the absence of meaningful connection that players strive to find within the game. I'm proposing a new Player-Owned Powerplay system.
What stays the same
Not every aspect of Powerplay needs to change in order to bring about a more successful and engaging feature.
This suggestion doesn't include any amendments to;
What is to change
The only change to the Powerplay system is simple; convert the Powerplay system into a Player-Controlled Faction system.
This change removes the aspect of having no connection to your selected AI representative. If, like me, you've selected your AI based on their rewards only and have no actual connection to them in-game, this is quite an important fix in what Elite Dangerous represents. While it is technically just a Space-flight simulator/shooter, it also has the ability to be an MMORPG too. One of the main aspects of successfully engaging in the RPG side is growing connections. I've personally found myself unable to connect with, well... anything. Star Systems all have codenames, major factions are pretty genericly named, minor factions are so vast that finding ONE to work with specifically doesn't help you being recognised or connected with anything... the disconnect from the universe in this game is real, because the only way to currently find that connection and to dive into the RPG is to leave the game and find it elsewhere in order to bring it into the game yourself... that is a monumental failure from Frontier's part in my opinion, so lets look at how to address it...
Terminology
*Player-Controlled Factions
Player-Controlled Factions (PCF) is your path to engaging in Elite Dangerous and your way to be connected to something. From the start you will appear as a minor faction like the NPC factions in the system you choose to operate within. From there, you can ascend to as high as a major galactic influence by controlling hundreds of systems. The initial PCF should be limited to ten members to prohibit instantaneous growth by long-standing players. Each PCF will have an NPC Mission representative that is placed at the Station they purchased their Permit at. Once a PCF reaches the expansion stage and purchases expansion, they will also receive mission NPCs at the stations in the selected system.
Dominion Link
The connection between two controlled and connected star systems.
Dominion / Dominion Space
The "Cloud" that is generated by linking existing controlled Star Systems to one another which in turn generates an income bonus for the PCF. The bigger the cloud, the bigger the bonus.
Expansion / Expanding
The act of seizing another System and taking control of it.
External Star System
A system which is not the Home-System (I.e. outside your home system).
Home-System
The selected start point for the PCF.
Homeworld Station
A player-built station in their home-system.
Outpost Station
A player-built station in a system acting as a "secondary home-system" in which allows further expansion at a greater cost.
Preparing
The act of Preparing a system for Expansion.
Revolt
Losing the controlling influence of a system.
Secured / Securing
When Secured, a PCF is unable to have their home-system removed or have their station attacked.
Sustained / Sustaining
Sustaining is the act in which a PCF sustains itself during its initial period.
Founding a PCF
Requirements
The requirements for founding a PCF is as follows;
Joining a PCF
Requirements
Sustaining
Requirements
Failing to meet the requirements
Benefits
Securing
Requirements
Failing to meet the requirements
Benefits
Expansion
What to know...
Requirements
Failing to meet the requirements
Benefits
Fortification
What to know...
Fortifying is mostly unchanged in that you take supplies from one system to another... there are however slight amendments;
Undermining
What to know...
Undermining a system can be done by several players with or without PCFs. The act of altering any of the NPC Minor Faction Influences can directly cause a PCF to lose control of that system. In this case, the Undermining action has changed from being a score cap to reach to modifying the influence directly of the PCF in control.
The alternative method in which a PCF can be undermined through interacting directly with the PCF is;
Establishing Dominion
What to know...
Diplomacy
What to know...
Diplomacy between PCFs should be setup in-game and setup as an Invite system to which only the PCF Leaders can act upon. Leaders should be able to respond immediately from their messages inbox whether or not they agree to an alliance proposal or removal. Upon acceptance, the status change will be automatically sent to all PCF members of both factions. Enemy declarations will not have an option to deny, and upon an enemy status change, the message will be instantly sent to all players of both PCFs. Allied PCFs will not automatically join a war with another PCF. The declaration option is available to that PCF Leader should they wish to participate in another PCF's war.
Allies
Neutral
Enemies
Ranking and rewards
What to know...
The ranking structure shouldn't change too much. The ranks should still be 1-5 (but the Leader should have the ability to select the ranks from a predetermined list of approved rank names).
Rank Requirements and Benefits
Rewarding
The current Powerplay reward structure allows for unique tech, large amounts of credits, and specific bonuses. These are to be applied to the whole faction, once the faction collectively ensures its success.
Missions
Types
Status Changes
There are several status changes that need to exist in order for this to function correctly. Each is outlined below, and what each state means for the PCF controlled Star System.
Powerplay Top Ten and leaderboard
The Powerplay Top Ten is a Cycle bonus (determined by Frontier for balancing) that distributes a bonus credit pool to all members of the PCF that makes it into the Top Ten. The Top Ten is rated on which PCF gained the most (either territorially or economically) in each cycle. For example, if the 1st place prize was 500,000,000 credits, and the PCF contained 100 members, then each member would receive 5,000,000 credits. If the 10th place prize was 50,000,000 credits and also contained 100 members, each member would receive 500,000 credits.
The Leaderboard system should be designed around three key factors; Average System Influence, Income Generated, Systems Controlled.
The Leaderboards should show all PCFs and their current state.
PCF Management
Suggestion Conclusion
This is only a suggestion on how I personally feel the current Powerplay really lacks. A lot of people are saying it's the only reason to keep playing ED, and I just have no connection to it at all. I'm not one for going fishing to find a connection in games, I prefer my games to include everything I need and want from it. To me, this system would greatly shift ED's Powerplay feature into something that not only engages the players more with each other, it also provides the content that the existing Powerplay should do.
Also apologies for any typos, it's pretty late and I'm tired!
EDIT #1:
So after doing some reading about upcoming features and looking everywhere I can to see how and when powerplay is changing, I’ve seen that Frontier have actually implemented something similar for the new update in Squadrons.
While it doesn’t offer any of the influence factors, and it binds you to a useless AI power, as well as an equally useless minor NPC faction, it’s at least something of a step in the right direction...
http://elite-dangerous.wikia.com/wiki/Squadrons
I'll keep this brief because the rest of this suggestion is huge... Powerplay, in my opinion, is a failed system. Players have to invest their time and energy into finding out information scattered across numerous websites, Discords and TeamSpeak servers in order to get a glimpse of what's happening for their specific Power Faction they've chosen. While I'm sure a lot of players and members of this community would run to defend the current system because its currently whats keeping them playing Elite Dangerous, I ask you to bare with me and see this through. The solution is simply a rework of the current Powerplay model, in that it combines the social aspect of Powerplay which currently lies outside the game and removes the absence of meaningful connection that players strive to find within the game. I'm proposing a new Player-Owned Powerplay system.
What stays the same
Not every aspect of Powerplay needs to change in order to bring about a more successful and engaging feature.
This suggestion doesn't include any amendments to;
- Command Control points usage
- The method in which systems are fortified is mostly unchanged
- The method in which systems must be prepared for expansion.
- Merits can still be earned to help Leadership determine player suitability and viability for promotions. (Note; Automatic promotions should still be a feature for leaders that don't wish to override the current requirements for Merit earning and reward)
- The main objective is still to promote PvP and relies on Territory control to do so
What is to change
The only change to the Powerplay system is simple; convert the Powerplay system into a Player-Controlled Faction system.
This change removes the aspect of having no connection to your selected AI representative. If, like me, you've selected your AI based on their rewards only and have no actual connection to them in-game, this is quite an important fix in what Elite Dangerous represents. While it is technically just a Space-flight simulator/shooter, it also has the ability to be an MMORPG too. One of the main aspects of successfully engaging in the RPG side is growing connections. I've personally found myself unable to connect with, well... anything. Star Systems all have codenames, major factions are pretty genericly named, minor factions are so vast that finding ONE to work with specifically doesn't help you being recognised or connected with anything... the disconnect from the universe in this game is real, because the only way to currently find that connection and to dive into the RPG is to leave the game and find it elsewhere in order to bring it into the game yourself... that is a monumental failure from Frontier's part in my opinion, so lets look at how to address it...
Terminology
*Player-Controlled Factions
Player-Controlled Factions (PCF) is your path to engaging in Elite Dangerous and your way to be connected to something. From the start you will appear as a minor faction like the NPC factions in the system you choose to operate within. From there, you can ascend to as high as a major galactic influence by controlling hundreds of systems. The initial PCF should be limited to ten members to prohibit instantaneous growth by long-standing players. Each PCF will have an NPC Mission representative that is placed at the Station they purchased their Permit at. Once a PCF reaches the expansion stage and purchases expansion, they will also receive mission NPCs at the stations in the selected system.
Dominion Link
The connection between two controlled and connected star systems.
Dominion / Dominion Space
The "Cloud" that is generated by linking existing controlled Star Systems to one another which in turn generates an income bonus for the PCF. The bigger the cloud, the bigger the bonus.
Expansion / Expanding
The act of seizing another System and taking control of it.
External Star System
A system which is not the Home-System (I.e. outside your home system).
Home-System
The selected start point for the PCF.
Homeworld Station
A player-built station in their home-system.
Outpost Station
A player-built station in a system acting as a "secondary home-system" in which allows further expansion at a greater cost.
Preparing
The act of Preparing a system for Expansion.
Revolt
Losing the controlling influence of a system.
Secured / Securing
When Secured, a PCF is unable to have their home-system removed or have their station attacked.
Sustained / Sustaining
Sustaining is the act in which a PCF sustains itself during its initial period.
Founding a PCF
Requirements
The requirements for founding a PCF is as follows;
- A permit must be purchased in order to start your faction. The requirements of obtaining the permit are;
- You have at least a Friendly state with one or more Major factions.
- You are in a territory controlled by one of those Major factions.
- You have enough credits to purchase the permit from the station under that Major faction's control.
- The star system you are attempting to purchase the permit from does not already have a Secured PCF in place.
- You have attained the rank of one of the following:
- Pilot - Competant/Dealer/Surveyor/Semi-Professional
- Federation - Warrant Officer
- Empire - Lord
Joining a PCF
Requirements
- The player must visit the Home-System of the selected PCF and request to join through the PCF contact menu.
- The player's request must be accepted.
- The player is not expected to pay in any form for entry.
- The player is not a member of, or been affiliated with, another PCF in the current cycle.
Sustaining
Requirements
- Generate a positive PCF income.
- Income is offset from the initial founding fee for the permit. For example, if the permit costs 30,000 credits, then the PCF would be required to make 30,001 credits in the founding cycle. For any following cycles, the running cost of the PCF would need to be outweighed by the income.
- Revenue is generated for the PCF by completing actions within your home system. For example; mission board actions, commodity trading, bounty hunting.
- For each action made as a member of a PCF, 10% of that income will be set aside as PCF Income to be spent by the PCF - Using the example above, the PCF members would be required to collectively earn 300,010 credits inside the system in order to be classed as profitable.
Failing to meet the requirements
- If your PCF does not meet the requirements to Sustain, then it will be disbanded at the end of the cycle if it hasn't yet reached out from the home-system.
- Players will be permitted to recreate their PCF at the same location so long as the system does not have a Secured PCF in that system.
- Where a PCF fails to Sustain with credits, but has available CC, the CC will be sold at 50% purchase rate ahead of the new cycle to Sustain it where possible.
- Where a PCF fails to Sustain an external Star System, the external system will change to Decay state
- Where a PCF fails to sustain in their Home-System but controls external systems that are covering their costs, the profits of the external systems make up for the loss in the Home-System. If the external systems cannot cover this loss, the external systems go into Decay and the home-system remains unaffected despite operating at a loss.
Benefits
- Keeping your PCF from being disbanded.
- Allowing your PCF a chance to Secure a system.
- Allowing your PCF to expand its influence to nearby systems.
- Generating income for PCF advancements
Securing
Requirements
- Your PCF must be the most influential PCF at the end of the cycle. This means that starting a PCF on the Wednesday evening is not advised as other PCFs may have had an extra six days to garner influence in that system.
- Your PCF must be more influential than the NPC Minor factions. While you may be the most influential PCF in the system, you aren't the most Influential Faction, and therefore you do not succeed in taking control of the system.
- You have seized control of one or more additional systems to expand your dominion.
Failing to meet the requirements
- If another PCF beats you into Securing that system the following takes place:
- Your PCF is pushed into a Revolt state and your current influence levels in the system are lowered.
- The Revolt state comes with both an income penalty and influence penalty for the next cycle.
- Your PCF is not disbanded unless it fails to Sustain in the system (with lowered Influence, fewer missions are avaialble to act upon which garners less income - this ultimately should force the near demise of PCFs in a Secured system).
- If no PCF becomes Secured due to an NPC Minor Faction still being the Controlling faction then the following occurs:
- PCFs remain at the same state of influence.
- New PCFs can still be formed.
Benefits
- Your PCF earns the income generated by that Star System as CC and Credits
- Your star system is Secured meaning no other PCFs can be formed inside that system.
- Existing Sustained PCFs are put into Revolt meaning less competition on your home turf allowing you to focus on Expansion.
- Ability to construct Homeworld Station.
- Homeworld station allows for modular expanding member numbers across set grades (E - 10 (entry), D - 25, C - 50, B - 100, A - 150 (member limit can be flexible depending on optimisations of gaming and how many ships can be present in one area at any one time))
- All Homeworld and Outpost stations allow for;
- Construction of Outfitting, Shipyard, Refueling modules on the station
- Adding Station weaponry and shielding for repelling attackings
- Adding Interstellar Contacts, Authority Contacts, Passenger Lounges.
- Viewing PCF standings (Systems that are increasing in influence or losing influence, potential status changes etc)
- Viewing members that have joined the PCF and their ranks and levels
Expansion
What to know...
- Each system comes at a cost.
- The cost model should be worked out similarly to how it is currently worked out with Powerplay; factoring in the type of system, population, resources, profitability. I'm not 100% sure on how the CC cost is currently applied, however if it does not factor in the following, these should be included; System State, Major Faction control (if any).
- The PCF must have enough CC funds to cover the Expansion.
- The PCF must have prepared the system for expansion in the previous cycle (Preparation task remains the same as current Powerplay).
- The system must be within a direct 20Ly connection from PCF's homeworld or PCF's Outpost
Requirements
- The PCF must be in a Sustained state.
- The PCF must have available CC to purchase the expansion.
- CC is purchased by the PCF leader from the homeworld Station under Contacts menu using PCF profits per cycle.
- CC is also generated by Secured and Controlled systems
- The PCF Influence must be higher than any other faction's influence after the expansion is purchased (NPC or rival PCF) in order to succeed.
- The System must not be in a Secured state.
Failing to meet the requirements
- The CC invested is lost.
- The system needs to be prepared again for Expansion.
- A slight penalty is incurred in Influence.
Benefits
- Once a PCF succeeds in expanding to the star system. The system is then Controlled by that PCF.
- Ability to construct an Outpost Station.
- Outpost Stations can be constructed by the controlling PCF in order to move the Star System into a Secured state.
- One Outpost can be constructed per system, and is nominated around one body inside that system (Star, Planet or Moon).
- The Outpost station should cost a large amount of PCF funds in order to build it.
- The only way to remove an Outpost from a system is for a rival PCF to engage with the station as an attack to destroy it.
- Outpost allows further expansion adding an additional 20Ly distance from the Outpost star to potentially be expanded into
- Ability to establish Dominion Space
Fortification
What to know...
Fortifying is mostly unchanged in that you take supplies from one system to another... there are however slight amendments;
- Fortification supplies can only be collected from Outposts or your Home-System (In the Home-System, supplies can be gathered from any Station).
- In order for supplies to be available at Outposts, supplies must be taken from the Home-System to the Outpost the prior cycle. These would be considered Outpost Supply missions that earn the PCF member merits, and the amount of Outpost Supplies that can be collected are not limited.
- If an Outpost Station is destroyed, all the Outpost Supplies (which convert to Fortification supplies on the next cycle) and current Fortification Supplies are lost.
- Fortifying a system with supplies directly translates to influence within that system for your PCF making it more difficult for rival PCFs to seize control.
Undermining
What to know...
Undermining a system can be done by several players with or without PCFs. The act of altering any of the NPC Minor Faction Influences can directly cause a PCF to lose control of that system. In this case, the Undermining action has changed from being a score cap to reach to modifying the influence directly of the PCF in control.
The alternative method in which a PCF can be undermined through interacting directly with the PCF is;
- Destroying the controlling PCF vessels in the system (+bonus if carrying Outpost Supplies, Fortification Supplies or Preparation Intel).
Establishing Dominion
What to know...
- Star Systems connected to one another without an opposing or neutral system inbetween establish a Dominion Link in which, trade and missions between the two Systems, have increased reward.
- Players operating outside of the controlling PCF also benefit from the Dominion Link when selecting missions from the PCF's NPC Mission representatives
- Mission NPCs for PCFs will only grant missions for Trade with other PCF NPCs.
- Assassination missions may suggest other players from rival PCFs
- Massacre missions will only appear for nearby star systems that are controlled by PCFs that are engaged in war with your PCF.
Diplomacy
What to know...
Diplomacy between PCFs should be setup in-game and setup as an Invite system to which only the PCF Leaders can act upon. Leaders should be able to respond immediately from their messages inbox whether or not they agree to an alliance proposal or removal. Upon acceptance, the status change will be automatically sent to all PCF members of both factions. Enemy declarations will not have an option to deny, and upon an enemy status change, the message will be instantly sent to all players of both PCFs. Allied PCFs will not automatically join a war with another PCF. The declaration option is available to that PCF Leader should they wish to participate in another PCF's war.
Allies
- Allied Status shows the Allied PCF ships as Green in all territories.
- Shooting (10% penalty) or destroying (100% penalty) Allied PCF ships results in a fine to be paid to the Allied PCF - this only applies when Hull Damage is dealt.
- Allied Trade missions strengthen the Influence of each PCF in their own respective System.
- It is not possible to Attack an Outpost Station or Homeworld Station of an Allied PCF
Neutral
- Neutral PCF ships are shown as Yellow (once scanned) when in your own Territory, and Orange (as any other ship) in other Territory.
- There are no repercussions from firing upon a Neutral ship in your own territory, but standard engagement rules apply in other territories.
- There are no missions available between Neutral PCFs
- A Neutral PCF may engage in Outpost Station or Homeworld Station assaults (this would convert the status of the PCF to Enemy).
Enemies
- Enemy ships are shown as Red (once scanned) in all territories.
- There are no repercussions from firing upon an Enemy ship in any territory.
- Assassination and Massacre missions are available if the enemy PCF has territory within 20Ly of an outpost.
- Outpost Seige missions are available if the Leadership enables it (again, must be within 20Ly of an Outpost)
Ranking and rewards
What to know...
The ranking structure shouldn't change too much. The ranks should still be 1-5 (but the Leader should have the ability to select the ranks from a predetermined list of approved rank names).
Rank Requirements and Benefits
- The Rank's merit requirements are:
- Rank 1 - Entry level to the PCF
- Rank 2 - 100 Merits
- Rank 3 - 500 Merits
- Rank 4 - 1000 Merits
- Rank 5 - 2500 Merits
- Each Rank* can be granted by the PCF Leaders (Rank 5 players and the Leader) *Rank 5 players can only promote manually upto Rank 4
- The PCF Ranks do not earn any rewards but do generate votes. Rank 1 members get 1 vote, Rank 2 members get 2 votes (etc...). Systems can then be voted on for expansion or fortification.
- The Leader of the PCF can choose their own unique title. The PCF Leader receives 3 Veto tokens in which they can override the Top 10 systems voted upon for expansion to look for a better system if they do not agree with upto 3 of the 10 systems.
Rewarding
The current Powerplay reward structure allows for unique tech, large amounts of credits, and specific bonuses. These are to be applied to the whole faction, once the faction collectively ensures its success.
- 50% of PCF Income Profit is yielded as payout. All members from ranks 1-5 receive an equal share of the payout (For example, if a PCF contained 10 members, and their PCF Income profit was 1000 credits, 500 credits would be rationed out equally, providing each player with 50 credits.)
- The remaining 50% of the PCF Income Profit can then either be used to purchase CC, Perks, Bonuses, Tech or Outpost Stations, or remain in the PCF's account.
- In order to receive Perks, Bonuses and Tech, the PCF must have constructed a Homeworld Station in their Home-System
- Perks, Bonuses and Tech are available to all members of the PCF from only the PCF Homeworld Station provided the corresponding modules are installed within it.
- CC is only available for the Leader to spend and is used for Expansion and upkeep.
- Bonuses
- Increase in rewards; Bounty Hunting, Exploration, Smuggling, Trading
- Added local PCF Influence; Adds a + to every mission you perform for your PCF on controlled systems.
- More or less just keep the existing bonuses available for Powerplay.
- Tech;
- Keep existing tech that is available.
- Leader can purchase at most two of the tech modules to be available in Outfitting.
- Leader can swap the modules that have been available but the cost is not recovered.
- Perks; Things like easier to keep Passengers happy when using your own controlled territory, Increased Security in controlled territory for no extra cost... etc...
- Perks, Bonuses and Technology advancements have a maximum limit of 5. Each time the member module is upgraded, it unlocks a new slot to allow for a new reward to be distributed, so eventually all 5 rewards will be distributed to all members once the PCF reaches its pinnacle.
Missions
Types
- Transport - Transport missions carry cargo from one Allied PCF to another, or to another of your own PCF's controlled systems. It earns no merits, but generates influence at both ends of the trade.
- Aid - Aid missions are available for Allied PCFs that are in a state of Decay or Revolt. Aid missions generates influence for both ends of the trade, with the greater influence being earned at the receiving end. Aid missions cannot be ran to your own PCF territories. No merits are earned.
- Fortification Supplies - As standard, Fortification Supplies are taken to Systems under your control to generate additional influence. This also earns merits.
- Outpost Supplies - This carries an uncapped limit of supplies to an Outpost. It can only be unloaded at an Outpost. This generates merits, but no influence. The supplies are available on the next cycle to distribute as Fortification supplies.
- Assassination - Neutral PCFs operating within 20Ly of an Outpost (inc. Homeworld) can be targeted for Assassination. These missions lower influence in the affected system for the affected PCF (this is basically undermining).
- Massacre - Missions that can only be operated on PCFs that are at war with your PCF. Yields large amounts of merits, greatly generates influence in your own systems, greatly removes influence in enemy systems, offers little change in neutral systems. Low financial reward.
- Outpost Assault - Disabled by default until enabled by Leader. Enemy PCF's Station is set as a mission objective to be destroyed (similar to the tactical ground operations). Notification is sent to all attacking players to mobilise to attack the station. Destruction of the PCF's station results in the system dropping from Secured state, and becomes Controlled. Influence takes a huge hit (upto 25%) for the controlling PCF, making it easier to gain control of the system in the current cycle. No financial reward, participating players receive merits.
- Outpost Defence - Notifies all PCF members when Outpost is under attack. Players need to defend the station until no more enemy PCFs are present inside the station zone. Once all players have been destroyed, a huge influence buff is provided to the region and the Outpost cannot be attacked again in that cycle. All participating players receive merits.
- High Value Target - Allows for assassination of the Leader or Rank 5 members of a nearby Neutral or Enemy PCF. High modifier of influence with large merit payout. Average bounty payout depending on the ship class.
Status Changes
There are several status changes that need to exist in order for this to function correctly. Each is outlined below, and what each state means for the PCF controlled Star System.
- Sustained - The state of a PCF controlled Star System which makes a profit. All PCFs need to be at a minimum Sustained within their Home-system to avoid disbanding.
- Controlled - The state of the Star System once a PCF is both Sustained, and is the most influential faction to operate within that Star System.
- Secured - The state in which a Star System is locked and no more PCFs can be formed within this system. This is achieved when:
- Two or More Star systems are Controlled (inc. the Home-System - The Home-System in this scenario is Secured)
- A Star System has an Outpost Station constructed within it.
- Decay - The state in which a Star System is no longer being sustained. The PCF must still be the most influential faction in the system. There is an influential penalty for this state.
- Revolt - The state in which a PCF no longer has control over a Star System. They have one cycle to rectify the influence of the system before Controlling ownership passes over to the NPC or PCF that leads. The current controlling PCF has an influential and income penalty applied to all actions for that system in that week.
- Disbanded - The removal of the PCF from their home-system due to no longer being a profitable faction (removal of mission NPCs for the faction, removal of faction from standings etc).
- Linked - The state of a system to which is hyphenated that the system is part of a Dominion Link and provides an income benefit. For example; Secured - Linked, Decay - Linked
Powerplay Top Ten and leaderboard
The Powerplay Top Ten is a Cycle bonus (determined by Frontier for balancing) that distributes a bonus credit pool to all members of the PCF that makes it into the Top Ten. The Top Ten is rated on which PCF gained the most (either territorially or economically) in each cycle. For example, if the 1st place prize was 500,000,000 credits, and the PCF contained 100 members, then each member would receive 5,000,000 credits. If the 10th place prize was 50,000,000 credits and also contained 100 members, each member would receive 500,000 credits.
The Leaderboard system should be designed around three key factors; Average System Influence, Income Generated, Systems Controlled.
The Leaderboards should show all PCFs and their current state.
PCF Management
- In the event a player becomes inactive, their management over their PCF would be noticed. Members that are still active would likely leave due to no direction from the Leader, and the PCF would collapse into a Disbanded state within a couple of cycles. This leads to the system only containing active PCFs which keeps the game clean and tidy.
- If a player knows they are no longer going to be able to fulfil their Leadership duties, the option to transfer leadership to Rank 5 member should be permitted. The Leadership role should only be transferred once per cycle.
- Leaders should have the ability to assign Ranks specifically to individuals within their PCF and deny automatic demotion for players with manually assigned ranks.
- Leaders should also have the ability to assign rank specific rules for automatic promotion and demotion within those ranks.
- The Leader and all Rank 5 members must have the ability to accept new players into their PCF as well as kick any members from within the PCF (to prevent sabotage).
Suggestion Conclusion
This is only a suggestion on how I personally feel the current Powerplay really lacks. A lot of people are saying it's the only reason to keep playing ED, and I just have no connection to it at all. I'm not one for going fishing to find a connection in games, I prefer my games to include everything I need and want from it. To me, this system would greatly shift ED's Powerplay feature into something that not only engages the players more with each other, it also provides the content that the existing Powerplay should do.
Also apologies for any typos, it's pretty late and I'm tired!
EDIT #1:
So after doing some reading about upcoming features and looking everywhere I can to see how and when powerplay is changing, I’ve seen that Frontier have actually implemented something similar for the new update in Squadrons.
While it doesn’t offer any of the influence factors, and it binds you to a useless AI power, as well as an equally useless minor NPC faction, it’s at least something of a step in the right direction...
http://elite-dangerous.wikia.com/wiki/Squadrons
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