Rubbernuke.exe has stopped working

Basically.
The issue for me is that the answers are already in the game- I just hope FD realize that and use that extra energy for finesse. What would disappoint me is all the energy goes into a flashy UI and concept but lacks actual new things to see when we actually start playing.
 
Now, if groups don't talk, every player who supports a faction works in isolation, then yeah, pretty 5C proof. But if players coordinate, then someone can join their group, listen into what they are planning, then work to undermine their efforts.
Not necessarily - if you consider the Thargoid war, there's no way you can stop someone else carrying out an action, all actions are at least somewhat good for the human side, and unlike e.g. Powerplay preparation or BGS expansions there's no externallly imposed limit on how many wins can be obtained in a single cycle given sufficient actions taken, so you can't even swap a strategically important win with an unimportant one.

There's some theoretical stuff around the edges to do with the predictability of how the Thargoids pick targets but even that wouldn't apply versus another side of human opponents
 
The issue for me is that the answers are already in the game- I just hope FD realize that and use that extra energy for finesse. What would disappoint me is all the energy goes into a flashy UI and concept but lacks actual new things to see when we actually start playing.

I'll keep the eggs on standby for you ;)
 
Well I still have this on standby

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May be a similar flavour but targeting powerplay effects (i.e. a very simple thing like ship massacres = undermining, hauling = support the power etc).

I really hope there’s more nuance than that. What I liked most about BGS 1.0 that there were mission types that had “negative” effects on a faction, even though they improved a faction’s influence. Most players favor “easy” credits and are indifferent to what faction they work for, so I could rely on random players to “grind” influence, while I concentrated on shaping faction states to move that influence where I wanted it to go.

It also fit my personal narrative as an Imperial Agent. By feeding the vices of corrupt Federation officials, I was ensuring that eventually they would go too far. When the brave freedom fighters, supplied with credits I freely donated and equipped with weapon I smuggled in, on top of the missions I ran for them, rose up, they would have the support of the people.

Smuggling in weapons and drugs can just as easily undermine a power as targeting civilian ships would, just as mercenary work and bounty hunting can support those in power. Not to mention other forms of espionage, like sabotage, assassinations, or data theft.

My hope for PP 2.0 is that I can regain that feeling of being an Imperial Agent, manipulating events behind the scenes. Needing to examine each mission to determine its effects on local factions was much more fun than the current “spam influence missions” BGS 2.0 became. Examining the situation in my theater of operations, and then seeing which missions best suits my time and talents based on that situation is ultimately what I want from this game. Not wealth, or massive ships, but having interesting decisions to make.
 
I really hope there’s more nuance than that. What I liked most about BGS 1.0 that there were mission types that had “negative” effects on a faction, even though they improved a faction’s influence. Most players favor “easy” credits and are indifferent to what faction they work for, so I could rely on random players to “grind” influence, while I concentrated on shaping faction states to move that influence where I wanted it to go.

It also fit my personal narrative as an Imperial Agent. By feeding the vices of corrupt Federation officials, I was ensuring that eventually they would go too far. When the brave freedom fighters, supplied with credits I freely donated and equipped with weapon I smuggled in, on top of the missions I ran for them, rose up, they would have the support of the people.

Smuggling in weapons and drugs can just as easily undermine a power as targeting civilian ships would, just as mercenary work and bounty hunting can support those in power. Not to mention other forms of espionage, like sabotage, assassinations, or data theft.

My hope for PP 2.0 is that I can regain that feeling of being an Imperial Agent, manipulating events behind the scenes. Needing to examine each mission to determine its effects on local factions was much more fun than the current “spam influence missions” BGS 2.0 became. Examining the situation in my theater of operations, and then seeing which missions best suits my time and talents based on that situation is ultimately what I want from this game. Not wealth, or massive ships, but having interesting decisions to make.
One of the advantages of a BGS model is that you can break down activity very easily and have Rebels low level basic stuff along with what you want (crafted PP missions for PP INF in that area) as well as POIs and other mixes (so maybe some missions for the BGS also have PP INF boosts or nerfs).

This could also be a downside though, given it might reduce 'normal' BGS traffic- but then again FD seem to be moving towards a unified view so maybe not so much a concern.
 
Yup ^^ to the above, mixing the various nuances would at least allow different players' buckets to contribute in line with their availability and effort.

In other words, the new framework should be able to capture effort/commitment and engagement from a wider range of players.

What does the PP lack today is this kind of nuance, as the bulk of the mechanic is binary in the harsh way, with a steep curve vs. effort given and not really rewarding.
 
Oh? Any recent FDEV post or linky I have missed? Further significant integration between BGS and PP wound be one of my main hopes.
Thats a personal observation from me, although its coming from FD saying things such as giving players control, adding layers such as Goid War to the BGS and BGS developments themselves. From that I'm guessing FD want to streamline and leverage the BGS which if done right would generate content and situations for free automatically. If PP is part of the BGS it then allows easier tweaking and adding things like new missions.
 
adding layers such as Goid War to the BGS
Depending on exactly what you mean by "the BGS" in that context, though

It takes the same inputs (or at least, an overlapping set of inputs of the same class) but the way it processes them is mutually exclusive with the Political sim - to the extent that the Political sim is frozen in any system with Thargoid effects.

I wouldn't expect Powerplay to suspend the Political sim in the same way, of course.
 
Depending on exactly what you mean by "the BGS" in that context, though

It takes the same inputs (or at least, an overlapping set of inputs of the same class) but the way it processes them is mutually exclusive with the Political sim - to the extent that the Political sim is frozen in any system with Thargoid effects.

I wouldn't expect Powerplay to suspend the Political sim in the same way, of course.
What I mean is the whole thing exists in one mechanism and possible seamlessly- there is nothing to stop (I assume) new Titans arriving programmatically and people dealing with them.
 
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