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PP would potentially support PvP. You sign on, then you go to a defined place and to things. Someone else might come and disagree with you. A natural matchmaking, if you so will. Much better than griefers hanging around engineer bases to sealclub. It wouldn't address the sealclubbing ofc but potentially bring people together who actually don't disagree about shooting each other. The thing about PP is that you have spots to meet and do it and don't need abusive talk, mom jokes and insults to provoke players who don't really want to fight others. If someone comes to the meeting -you know how it is: Don't talk about fight club. And don't cry about it either.

Personally I think the ship has long sailed.
The problem really with V1 was that FD never really defined what it (PP) was. It was half hearted and FD never really had the bottle to give it a chance either way back when it was new.

This filtered down into expectation, where you have people calling it 'seal-clubbing' when really its about people taking risks against other players. All the people I've known in PP did both fortify and hunt in Open based on the situation of that cycle. Its in no powers interests to let new blood flounder and they don't- quite often giving tips, training and fly in wings. But the main issue is that PP as it stands is either a mega boring single player feature or an okay to brilliant multiplayer PvP because its only other players providing the opposition.

As far as offensive messages, it was within FDs power to give you a toggle (and over time have done so).

Separately, will 'old' Powerplay still exist in legacy?
 
The main problem with PowerPlay V1 in my eyes is that it was ill designed for "in person" PvP. There were three areas that, in particular:
  • Matchmaking - The game's matchmaking system is designed to instance friends together first, a good connection to the instance runner second, and PowerPlay members with each other never.
  • Large Volume - The proverbial "map" has players spread out over 11 capitals, 600+ control systems, and thousands of stations. Bottlenecks designed to funnel players into one place are very rare, usually in the case of a contested expansion target.
  • PvE is the only way to advance a Power's objectives - I have no problem with people doing PvP for fun (it's why I play in Open after all), but the way Powerplay is currently designed, going out of your way to hunt down other players is a sub-optimal strategy.
Quite frankly, given the way this game is designed, I see no good solutions to any of these problems that doesn't require a complete redesign of the the game.

On an unrelated note, by choosing a direction besides the obvious ones, I discovered an almost pristine system to explore a mere 300 light years from Sol. Currently doing a survey of the void ecology on one of those worlds, and got to enjoy a lovely sunrise:


Although I do admit I got kind of spoiled by Starfield when it came to this kind of thing. We really need better exploration tools in our kit, even if it's just placing waypoints to help relocate stuff we find...
 
The main problem with PowerPlay V1 in my eyes is that it was ill designed for "in person" PvP. There were three areas that, in particular:
  • Matchmaking - The game's matchmaking system is designed to instance friends together first, a good connection to the instance runner second, and PowerPlay members with each other never.
  • Large Volume - The proverbial "map" has players spread out over 11 capitals, 600+ control systems, and thousands of stations. Bottlenecks designed to funnel players into one place are very rare, usually in the case of a contested expansion target.
  • PvE is the only way to advance a Power's objectives - I have no problem with people doing PvP for fun (it's why I play in Open after all), but the way Powerplay is currently designed, going out of your way to hunt down other players is a sub-optimal strategy.
Quite frankly, given the way this game is designed, I see no good solutions to any of these problems that doesn't require a complete redesign of the the game.

On an unrelated note, by choosing a direction besides the obvious ones, I discovered an almost pristine system to explore a mere 300 light years from Sol. Currently doing a survey of the void ecology on one of those worlds, and got to enjoy a lovely sunrise:


Although I do admit I got kind of spoiled by Starfield when it came to this kind of thing. We really need better exploration tools in our kit, even if it's just placing waypoints to help relocate stuff we find...
Matchmaking I agree with (although cycles like Capo worked fantastically well and generally its worse with wings and missions).

Powerplay intelligently condensed down the map with areas like capitals, expansions etc and as bottlenecks (for inbound powers) worked fine.

The last point comes down to V1s lack of definition- PP lacked PvE at its core because it was always the 'in between' where something was supposed to happen, and the 'true' PvE came from BGS work (and where I think FD will go).
 
The main problem with PowerPlay V1 in my eyes is that it was ill designed for "in person" PvP. There were three areas that, in particular:
  • Matchmaking - The game's matchmaking system is designed to instance friends together first, a good connection to the instance runner second, and PowerPlay members with each other never.
  • Large Volume - The proverbial "map" has players spread out over 11 capitals, 600+ control systems, and thousands of stations. Bottlenecks designed to funnel players into one place are very rare, usually in the case of a contested expansion target.
  • PvE is the only way to advance a Power's objectives - I have no problem with people doing PvP for fun (it's why I play in Open after all), but the way Powerplay is currently designed, going out of your way to hunt down other players is a sub-optimal strategy.
Quite frankly, given the way this game is designed, I see no good solutions to any of these problems that doesn't require a complete redesign of the the game.

On an unrelated note, by choosing a direction besides the obvious ones, I discovered an almost pristine system to explore a mere 300 light years from Sol. Currently doing a survey of the void ecology on one of those worlds, and got to enjoy a lovely sunrise:


Although I do admit I got kind of spoiled by Starfield when it came to this kind of thing. We really need better exploration tools in our kit, even if it's just placing waypoints to help relocate stuff we find...
Nice. And the milky way even looks like a trail of smoke above the burning sun.
 
So far, the only actual fleet carriers I’ve visited are those of the DSSA, which is the only public good use for them. Every other one of these Monuments to Ozymandias reminds me far too much of housing spam in UO: they’re private structures in public spaces, and interfere with normal gameplay. They clutter the system map, the nav panel unless you filter them out, and are false positives for USSs when scanning for them visually.

Carriers are a fantastic quality of life feature, if nothing else. It’s so convenient to have your ships and modules all on a mobile platform. Saves a lot of time in a game that already has more than its fair share of intermissions in between actual gameplay.

Some parts of its are implemented badly but that’s hardly the player’s fault. The new grouped icons in the system map helped with some of that.
 
Carriers are a fantastic quality of life feature, if nothing else. It’s so convenient to have your ships and modules all on a mobile platform. Saves a lot of time in a game that already has more than its fair share of intermissions in between actual gameplay.

Some parts of its are implemented badly but that’s hardly the player’s fault. The new grouped icons in the system map helped with some of that.

A quality of life feature improves the quality of life for everyone. These things are like those obnoxious off-road six passenger pickups that are so huge that they effectively take up four parking spaces, where it’s never take off-road, and the flatbed is never used except maybe once a year. And they’re always parked as close to the store entrance as possible.

The real kicker is that they could’ve provided the foundation for a player-augmented economy. Look at how they were used to construct the DSSA! But since private carriers are kept in public space, they can never achieve even a tenth of their potential. There’s so much noise generated by these Monuments to Ozymandias that it isn’t worthwhile to find actually useful ones.
 
Carriers are a fantastic quality of life feature, if nothing else. It’s so convenient to have your ships and modules all on a mobile platform. Saves a lot of time in a game that already has more than its fair share of intermissions in between actual gameplay.

Some parts of its are implemented badly but that’s hardly the player’s fault. The new grouped icons in the system map helped with some of that.
Grinding out 8 bn credits and subscribing to fomo upkeep that keeps charging your account while not even playing is quality of life? You do you but I have a completely different idea of life quality than that.
 
A quality of life feature improves the quality of life for everyone. These things are like those obnoxious off-road six passenger pickups that are so huge that they effectively take up four parking spaces, where it’s never take off-road, and the flatbed is never used except maybe once a year. And they’re always parked as close to the store entrance as possible.

The real kicker is that they could’ve provided the foundation for a player-augmented economy. Look at how they were used to construct the DSSA! But since private carriers are kept in public space, they can never achieve even a tenth of their potential. There’s so much noise generated by these Monuments to Ozymandias that it isn’t worthwhile to find actually useful ones.
Certainly they come into their own out in the Black (I've stopped at random carriers whilst exploring for repairs and to convert exploration data) but even in the Bubble there is use for them, especially once you start doing Odyssey engineering.
They even bring places like Hutton and Katzenstein into the economy.
The 'player economy' was always overrated which the carriers have demonstrated.
 
Grinding out 8 bn credits and subscribing to fomo upkeep that keeps charging your account while not even playing is quality of life? You do you but I have a completely different idea of life quality than that.
The initial cost is considerable but on the whole I consider that a good thing and after all if things go poorly you get most of that back when you decommission the Carrier.
Upkeep on an exploration carrier is actually not a problem exobiology can easily cover that every week in discovered systems with first discovery bonuses a single bio could cover you for five weeks.

The cluttering of systems in the bubble by FCs is less a problem with the FCs themselves but with the players who buy something they aren't going to use.
 
Although I do admit I got kind of spoiled by Starfield when it came to this kind of thing. We really need better exploration tools in our kit, even if it's just placing waypoints to help relocate stuff we find...
This is going to sound cheeky but there is a fully functional GPS on the hud. :)

Wrt exobio the compass will show any other scanned samples and their distance.
(small grey-blue pointers with the distance on)

-i mean it only as an FYI if you didn't know.



I am not saying more tools, temporary beacons or waypoints would be useless of course. =)

Grinding out 8 bn credits and subscribing to fomo upkeep that keeps charging your account while not even playing is quality of life? You do you but I have a completely different idea of life quality than that.
Set up your carrier as a market and you're good to go.

Finding a solid location is the tricky part ofc.

https://www.reddit.com/r/EliteTraders/ can help you get there.
 
Powerplay intelligently condensed down the map with areas like capitals, expansions etc and as bottlenecks (for inbound powers) worked fine.

Can you tell I’ve only run cargo for outbound Powers? :)

Might also explain why a my experimental BGS runs in control systems failed to yield any PowerPlay encounters. It would be interesting to see if the larger Powers are outbound vs inbound. Dang it! I’m almost tempted to turn back and do some more testing now!

Almost. ;)
 
I would, by the way, highly appreciate it if those compass markers were changed to still show the distance, when the marked things are behind you. :7
 
Grinding out 8 bn credits and subscribing to fomo upkeep that keeps charging your account while not even playing is quality of life? You do you but I have a completely different idea of life quality than that.
My carrier costs me about 30mil a week in upkeep plus jump costs, put that into perspective its an hour at Robby mines or scanning a couple of systems out in the Black.
For that i get to explore in any ship i want, have access to deliver my data when i want, a safety belt and i can do some mining with other ships when i need a break.
Its an utter no brainer and with the last few CGS its actually funded until 3332!

O7
 
Can you tell I’ve only run cargo for outbound Powers? :)

Might also explain why a my experimental BGS runs in control systems failed to yield any PowerPlay encounters. It would be interesting to see if the larger Powers are outbound vs inbound. Dang it! I’m almost tempted to turn back and do some more testing now!

Almost. ;)
Its why Sandro wanted all powers flipped to inbound :D But it will be interesting to see what FD model V2 on- local level BGS (so really faction+ action) or continue with forced multi system journeys.
 
So far, the only actual fleet carriers I’ve visited are those of the DSSA, which is the only public good use for them. Every other one of these Monuments to Ozymandias reminds me far too much of housing spam in UO: they’re private structures in public spaces, and interfere with normal gameplay. They clutter the system map, the nav panel unless you filter them out, and are false positives for USSs when scanning for them visually.
An option for a carrier owner to list/delist would be a good thing that seems relatively simple. Though I think using the FSS should still show them all but with an option to filter them out there, and/or have it so they show up in a similar way that POIs do on planets when you get close enough to them. I think some stealth options for Fleet Carriers could be something that could expanded upon.
 
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PP would potentially support PvP. You sign on, then you go to a defined place and to things. Someone else might come and disagree with you. A natural matchmaking, if you so will. Much better than griefers hanging around engineer bases to sealclub. It wouldn't address the sealclubbing ofc but potentially bring people together who actually don't disagree about shooting each other. The thing about PP is that you have spots to meet and do it and don't need abusive talk, mom jokes and insults to provoke players who don't really want to fight others. If someone comes to the meeting -you know how it is: Don't talk about fight club. And don't cry about it either.

Personally I think the ship has long sailed.
This would be a good example of what I mean by better integration with the rest of the game, I think an unsuspecting player should be able to see the status of known systems, or purchase this intel from neighboring systems like can be done with market data. This way they are informed of the potential for enhanced attack probability and thus will understand that they're entering a system where if they get popped it wasn't a gank but a natural aspect of the game playing out.
 
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