Should we keep Powerplay modules if we pledge to another Superpower?

I never had a thought on it, but since i own the packhounds and the prismatics, people tend to run away from me more often.
So i was asking why you not even respond to my hail.....he replied, you using an overpowered ship.
Had a nice chat with this person.
Finally i came to the conclusion he is right, it makes ships very very powerful. Ofcourse it takes time to obtain all those powerplay modules and they are mostly with alot of disadvantages (especially if you combine 2 or 3 of them - heat and power issues).

Wouldn't it be 'better/fair' if you pledge to another superpower you lose access to your current module and you can only sell it/keep it in storage?

You see many ships using 2 or 3 different superpower modules?

Does the modules make ships overpowered or the user?

T.
 
The very idea from the start that a faction manages to hide technology behind a "paywall" in a universe of hundreds of billions of humans in itself is laughable. A few million scientists should have reverse engineered anyone of those items by now.

- We can apparently SELL the items so SOMEONE should have picked it apart
- How would they TAKE our installed modules? I'm not RENTING them

A better solution would be that once we unlock a PP module we should be able to purchase them at a similar engineer (after all, they are not standard market weapons).
 
Or make damage repair have to be made at a powerplay station, where they look towards your allegiance. If not aligned, no repairs can be made.
 
I earned them. They're mine, I'll be keeping them to do as I please with.
Right now I have a selection of Prismatic shields and some Imp hammers.
I quite fancy some pack hounds the the advanced plasma accelerators.
 
The very idea from the start that a faction manages to hide technology behind a "paywall" in a universe of hundreds of billions of humans in itself is laughable. A few million scientists should have reverse engineered anyone of those items by now.

- We can apparently SELL the items so SOMEONE should have picked it apart
- How would they TAKE our installed modules? I'm not RENTING them

A better solution would be that once we unlock a PP module we should be able to purchase them at a similar engineer (after all, they are not standard market weapons).

Thats a very cool idea!
 
I never had a thought on it, but since i own the packhounds and the prismatics, people tend to run away from me more often.
So i was asking why you not even respond to my hail.....he replied, you using an overpowered ship.
Had a nice chat with this person.
Finally i came to the conclusion he is right, it makes ships very very powerful. Ofcourse it takes time to obtain all those powerplay modules and they are mostly with alot of disadvantages (especially if you combine 2 or 3 of them - heat and power issues).

Wouldn't it be 'better/fair' if you pledge to another superpower you lose access to your current module and you can only sell it/keep it in storage?

You see many ships using 2 or 3 different superpower modules?

Does the modules make ships overpowered or the user?

T.

I'd agree, it means when you pledge its for a lore/RP reason as opposed to just using the powers as another grind to get the gear you want.
 
It's never gone to far to go back.

Same could be said for engineers, why would and Federal engineer give the best upgrades to an imperial aligned player.


As I said in the thread I started the other day... Its all about consequences.
 
Not a Powerplay player but when I read (back in the day) you can swap between powers and still keep the prize then in my eyes the idea of pledging became moot. It became about the prize and not about the pledge of loyalty.

Either take them away or at least have the same prizes for each power, maybe with a cosmetic variation. This is probably a very simplistic view based on Powerplay when it first came out. I've no idea how different it is nowadays.
 
I've not got any PP modules yet, but I'm a few days away from some Imp Hammers, then I'll be off to Prismatics. Can't say I'd be happy about losing the Hammers after defecting for Prismatics, but I can understand the overpowered concerns. It's over-powering the ship rather than the user though, and perhaps a counter would have been that if you're no longer aligned to the faction, you'd lose the modules once your ship is destroyed.

Another question... Trixxx, did you kill him after the conversation? :x
 
I've not got any PP modules yet, but I'm a few days away from some Imp Hammers, then I'll be off to Prismatics. Can't say I'd be happy about losing the Hammers after defecting for Prismatics, but I can understand the overpowered concerns. It's over-powering the ship rather than the user though, and perhaps a counter would have been that if you're no longer aligned to the faction, you'd lose the modules once your ship is destroyed.

Another question... Trixxx, did you kill him after the conversation? :x

You can keep the hammers, in your ship and all modules in your storage. You just can't buy them anymore, except you re-pledge.
I didn't killed him ;) - to be honest, i haven't destroyed any other CMDR for 5 days now. :x
 
Who exactly is going to come along on behalf of the disgruntled PP faction and remove these modules from your ship?

The assassins they send out to hunt you down are pathetic, so imagine what reception the chap with the big spanner will get.

Moreover, if you've put the effort in to contend with the hideous PP grind to the point where you have earned these rewards, then you more than deserve to keep them.
 
Thats a very cool idea!

Not to mention, if the ENGINEERS cannot reverse engineer a basic Pack Launcher which is essentially a seeker missile pod with smaller missiles and assigned to fire X4 missiles instead of one then I would be EXTREMELY disappointed in their lack of expertise.
 
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