PP mechanics now completely unbalanced.

Multiplying the number of merits by five to undermine/fortify is one thing, and I get it. I even claimed this was a good idea in <some thread somewhere>. Purpose of this thread isn't to complain about "extra grinding"

Doing so without rebalancing (and fixing) the merits earned for anything other than supercruise kills is pure madness.

Earning 15 merits per supercruise kill was shooting fish in a barrel enough, and transporting up to 100 tonnes of a cargo to help fortify a system is simple enough too.

But seriously. 50,000 merits to just nullify a fortification effect by having to hijack cargo, where I risk losing 40 merits if I accidentally kill the ship, am lucky to get away with one or two tonnes before cops arrive to kill me, and earning a paltry 1 merit for each tonne? Meanwhile it's just going to take 30 trips (or 30 players each doing a single trip) in an Imperial clipper to fortify the system?
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That's just plain ridiculous.

Federal and Independent forces hit Patreus' systems because his systems are on the front lines between Imperial and Federal space. While some players care about their powers influence and thwarting the enemies, I'd wager most care about getting easy merits for ranking up; this is fair, but this also means (and I suspect this is what was meant to happen) that there's an expectation for the Imperial factions to feud among themselves. I can't speak for the other Imperial powers, but if they too have to do the cargo hijacking (which i suspect is the case) this is an absolute waste of time and effort now thanks to the 5x merit increase to undermine, without even considering how difficult cargo hijacking is compared to other merit-earning activities and their merit rewards.

This is what needs to happen to merit earnings to bring things back into balance. Note: this isn't a whinge about "I can't earn merits to rank up", this is about balancing the mechanics of powerplay and how Powers can engage against each other.
- Military strike kills need to scale for the ship size, just like combat bonds. 2 for the smallest ship, up to 10 for the largest.
- Supercruise kills can stay at 15 merits per kill for any ship.
- Each tonne of powerplay cargo stolen from a ship needs to be worth 10 merits for undermining *at least*.
- Treachery penalty can stay for killing ships belonging to a power aligned to the same major faction.

In addition, the following mechanics (bugged or not) need to change:
- Bugs with Supercruise kills *must* be fixed. These bugs include:
* Remove the ability to earn undermine merits from such kills when that ship doesn't belong to the controlling power (e.g earning merits and contributing undermine points for killing an alliance ship in a federal system, when I'm part of an Imperial Power. It should only reward killing Federal ships)
* Remove the ability to earn undermine merits from such kills when that is not how your faction undermines the power at that stage. (e.g As a pledger to Patreus, I am supposed to support resistance fighters in Military Strikes to oppose Hudson's expansion. Despite this, I can happily and more easily pull ships out of supercruise for 15 merits per kill. The ability to do that should be removed).
- Kills of foreign-power ships in your own control systems should reward you with merits (say, 5) which contribute to fortifying that control system, just like supercruise kills (less merits though, as hunting in your own system is and should be safer).
- Power-specific cargo recovered from enemy ships, where it is *not* your factions way of undermining should still give undermine merits when handed in at a control system, but just less, say, 2 merits (as the primary reason you'd be doing this is the result of a supercruise kill, earning you 15 merits *if* that's how your faction does it)
The whole point of this 5x merit increase was to encourage more tactical play, which is obviously a goal of FD with PowerPlay. Addressing these issues and implementing some of these changes will have a far greater effect than simply increasing the number of merits needed to achieve tasks.
 
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Agree, Military Strike ship kills need to earn more than 1 merit for ships larger than the F63 Condor and sideys. Maybe even scale with ranking too.

More tactical PP play will come organically as powers exhaust the easy expansion into high-profit inhabited space. Once they run out of systems and are forced to steal each others... then the real game begins.
 
Very well put. It's really concerning that after 3 weeks not only have we seen very little balancing of PP mechanics, but FD simply do not communicate with us about them at all.
 
Very well put. It's really concerning that after 3 weeks not only have we seen very little balancing of PP mechanics, but FD simply do not communicate with us about them at all.
That's the funny part, isn't it. They could basically do a lot less (or nothing at all) as long as they effectively communicate and social medialize with their player base, yet this is one of their biggest shortcomings. One of the easy examples are the cryptic change logs and especially the "big" 1.3 one where they just copy/pasted all the beta change logs into one big post, effectively forcing you to read it bottom-to-top while keeping notes which added features actually got bug fixes and which didn't (interspersed with completely uninteresting crap like "Several text fixes").
 
The effort taken to earn a merit should be the reward as well as the risk.

1. Stealing Cargo and NOT killing a faction enemy should give at least 20 per tonne.
2. Preparation should give the least of 1 merit per point since it is SIMPLE.
3. Fortification should give 2 merit per point since it demands a bit more travel.
4. ANY interdiction regardless of location should give 15 merits - an enemy agents location at the moment of death is irrelevant.
5. Lower the daily amount of automatic merits but please for the love of god remove the timed dog food dispenser.

Decay...

I'll make a separate part for decay.

If you really feel the need to add decay with the grind the game has and NOT want us to fall back to the least-effort-most-earned merit farming (interdict agents) could you at least limit the decay to the following:

-Each day not turning in any kind of mission to earn merits you loose an equivalent value of 1/7 of your merit stash

So if player A has 700 merit TOTAL and skips doign any faction missions for 1 day he loose 100 merit. If he collects merit the rest of the week his TOTAL decay is 100.
 
The devs love the Empire. Imp powers are taking the first ranks and they even make it harder to dethrone them with the x5 increase. Every month I come back to this game then quit because of decisions like these, they clearly have no clue how to develop a successful game.

Seriously stop this bias toward the Empire.
 
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The effort taken to earn a merit should be the reward as well as the risk.
<snip>

Just for the record, I'm not going to try and defend the choice of numbers in my post at all... main thing being that I hope we can all agree that the merit rewards for activities other than supercruise kills must be increased.
 
Just for the record, I'm not going to try and defend the choice of numbers in my post at all... main thing being that I hope we can all agree that the merit rewards for activities other than supercruise kills must be increased.

It's a start but the entire system is flawed and geared towards short term satisfaction and short term grind instead of long term membership with long term reward.
 
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