Powerplay PowerPlay Whishlist

I have few things that I'd like to put out there that could really give Powerplay some future potential. feel free to add to the list!

- Capitol Ships in Military Zones, Very strange that with Faction related political struggle the superpowers do not care in the slightest. they prefer to use them on minor disputes instead. Just adding this feature alone would build on immersion.

-PP weapons used by Affiliated ships, Weird how you can use their weapons yet the most trusted members can't?? This would Give PP NPC's some much needed kick and again, build on the immersion factor slightly.

- PP missions, this has been asked of me and others before, I was told that it could really upset the mission system though. perhaps as a side option through PP contacts? seeing randomised political missions for Merit instead of credit would certainly be interesting. and useful to those dedicated to PP.

- unlocked modules at Jameson Memorial, once a unique PP module is unlocked, it becomes permanently available at Jameson Memorial. Meaning you don't have to re-pledge to get the same modules twice.... also extra incentive for CMDRs to become elite.

- variable modules, Size and fixtures are interchangeable with regular weapons. for example Ihammers may come in both size 1 and 2, weapons can come in gimballed and turreted versions of their counterparts as well. making some otherwise useless weapons quite lethal and very efficient for customising loadouts.

-scaled merit, Currently one kill of a Harmless Eagle is the same as a Elite Annie (30 merit for Undermine, 10 for Military zone) wouldn't mid seeing some extra pay for effort. lesser ships can be reduced, larger significantly increased.

-More frequent Expansion/ combat zones (just isn't enough)

-Lower cost on PP commodities, Tis morning I spent 15M refreshing to get enough merit for rank 4, woe to those who don't have nearly 2B in assets.... seems like PP commodities are Made redundant to the less patient, forcing people to do combat. In fact, if I want someone to do something I'd pay them, not have them pay me to do my work??????????? I understand it would stop spamming free cargo for merits, but does it really need to be THAT high?!


Any thoughts?


CMDR Jaylem
 
-PP weapons used by Affiliated ships

BWAHAHAHAHAHAHAHAHAHAHA!

Imagine the horror of being hunted down by a wing of Torvald Shields and Alliance Enforcers, both equipped with their insanely powerful Mining Lances and Retributors. Throw in some Kumo Crew with some Cytoscramblers for some real excitement!

You're operating under the illusion that all the PowerPlay equipment is useful, balanced and better than existing weaponry, and this is not the case for quite a few of the powers.
 
BWAHAHAHAHAHAHAHAHAHAHA!

Imagine the horror of being hunted down by a wing of Torvald Shields and Alliance Enforcers, both equipped with their insanely powerful Mining Lances and Retributors. Throw in some Kumo Crew with some Cytoscramblers for some real excitement!

You're operating under the illusion that all the PowerPlay equipment is useful, balanced and better than existing weaponry, and this is not the case for quite a few of the powers.

yes i'm not sure the Yuri Grom anti FSD missiles are very useful in an all out war...
 
Personally, the agents sent after you when you defect should be lethal killing machines- G5 level engineering elite rank in combat ships to really punish defectors. You should fear them!

Collapse. Without it Powerplay is pointless.

Collapse. Without it Powerplay is pointless.

Make Power leaders like minor faction NPC avatars- so when you start out you have a low rank and the power distrusts you. But as you demonstrate loyalty the power tab becomes more open, with higher rank NPCs engaging with you until you get the 'boss'.
 
BWAHAHAHAHAHAHAHAHAHAHA!

Imagine the horror of being hunted down by a wing of Torvald Shields and Alliance Enforcers, both equipped with their insanely powerful Mining Lances and Retributors. Throw in some Kumo Crew with some Cytoscramblers for some real excitement!

You're operating under the illusion that all the PowerPlay equipment is useful, balanced and better than existing weaponry, and this is not the case for quite a few of the powers.

yes i'm not sure the Yuri Grom anti FSD missiles are very useful in an all out war...

The good, the bad and the hilarious...why does that matter?? Rep to both of you though for highlighting that! :D

I have thought of the same thing. Either way it would add some unique experiences in gameplay. Laughing at retributors would be funny, mining lance would be interesting. Don't talk down the cyto's though...they make for an excellent piracy weapon not to mention being gangbanged in CZ would be devastating in if there were bigger sizes. RIP shields.

NPC's spam Dumbfires all the time in CZ as it is. A FSD lock would make them slightly more intimidating to smaller and slower ships. as you say, not useful as such but just a nice little aspect that hasn't been ignored :)

Going up against Aisling (I think that's how you spell her name???) would be terrifying when a Cutter says hello with an 8A prismatic, pacifier/ Advanced PA Vultures would be an absolute menace. so there are some really good challenges there too.

in PPCZ with multiple factions we will see a very colourful display of Power and unique weapons as each fights it's way toward control. wouldn't that be a little nicer and different?
 
Personally, the agents sent after you when you defect should be lethal killing machines- G5 level engineering elite rank in combat ships to really punish defectors. You should fear them!

Collapse. Without it Powerplay is pointless.

Collapse. Without it Powerplay is pointless.

Make Power leaders like minor faction NPC avatars- so when you start out you have a low rank and the power distrusts you. But as you demonstrate loyalty the power tab becomes more open, with higher rank NPCs engaging with you until you get the 'boss'.

I agree there, the NPC Adjusters are laughably underpowered (diamondbacks and vipers vs my corvette...really? )

now adding Engineered NPCs was stated as a possibility by FDev, but I believe that all the people who complain about engineers are going to be less than pleased with this ;)
 
I agree there, the NPC Adjusters are laughably underpowered (diamondbacks and vipers vs my corvette...really? )

now adding Engineered NPCs was stated as a possibility by FDev, but I believe that all the people who complain about engineers are going to be less than pleased with this ;)

The thing is, you defect then its on you to take the consequences for taking the shortcut. Plus, its limited to just you, so other people need not fear them. Personally its too easy to module shop, and that disloyalty is not punished enough. Plus, its fun evading crazed agents!
 
Greater variation in spawns so that heavier wings are spawned, also an end to off-beacon tactics. Proper rewards for ships so that the transports are valuable and the escorts not valued.

No more combat zones at all, we should move on from this artificial mechanic. Have fleets in supercruise instead, so that the fights start with interdictions, and only reinforce with nearby ships.

Customise the Power HQs so they look like empires are controlled from them!

Don't just create upgraded PP equipment, allow PP equipment to be improved if a number of objective systems are controlled by the Power. A Power could offer enhanced base ships using the same mechanic.

Get rid of fifth column tactics. Powerplay has many features which detract from the gameplay however the notion of 15ly control spheres and loss-making systems is the worst. Powerplay could be much better integrated with the bgs if it were based on the minor factions. As it is the logic of control is nonsense, and all the CC/fortification/turmoil factors are an extra level of stupidity tacked on.

The NPC agents suffer like other NPC encounters because they automatically match the ship you are in. Also interdictions are too easy to defeat and too easy to escape from if you are somehow interdicted. Again, if you had Powers which controlled minor factions then they could all become hostile, a far more effective sanction.
 
1: Stop paying people to take stuff to the WRONG SYSTEMS. The powers are literally paying folks to send them into deficit. No leader ever in the history of EVER would do that without some seriously clandestine operational reason--which the powers do not have.

2: Get rid of the power-based modules. Most suck; some feel overpowered most times, and none are a good enough reason to stomach the merit grind.

3: come up with a less vertical and much less draconian way of incentivizing regular activity. The merit decay is brutal. Absolutely brutal. Couple this with the pitiful payout every week and you get nothing but pain. 50 million a week? People can make that in a DAY with even moderate effort once they've completed a few preliminary mission loops.

4: Shut off powerplay influence outside of open play. We've all said it a million times for a reason: being able to affect powerplay standings with zero risk of retaliation from opposing players is CHEATING and it completely ruins any kind of gameplay intended by this feature.

5: Assign capital ships to missions that become community goals within a power--and allow us to not only collaborate with these ships, but serve with them like forward bases. They're the size of a small station; how could they not have supplies for repair and refuel? There's boundless opportunity for temporary mission structures and grand space battles here and it's being wasted.

6: provide more variety in the way we can serve our powers. Note how the only real ways to affect standing are delivering junk or shooting NPC's? Not okay. Where's the scouting? Where's the sabotage? Where's the diplomatic missions? Where are the POWER PLAYS?
 
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