Powerplay SNIPING in Powerplay

I'm still curious why we can't have the obvious solution, ie a destroyed ship immediately counting as undermining (while the player obviously still needs to cash out)
 
You're entitled to your opinion, of course.

To be fair, while I agree with you that this issue is relevant to every power, it's far more relevant to powers that didn't already adapt to the sniping system (namely the princesses). For pirates, Alliance, Winters and perhaps Torval to an extent this change wouldn't amount to much.

I'm more concerned about the fact that 5th columning and counter-5th columning are ridiculously effective tactics, to a point that you could far better support your own power by being pledged to an opposing power.. And yet, FD is willing to completely ignore this aspect of powerplay. Not that I really blame them, since with their limited resources/competency I really don't see how they would be able to address this issue.

I'm still curious why we can't have the obvious solution, ie a destroyed ship immediately counting as undermining (while the player obviously still needs to cash out)

Technical limitations of a 30 year old obsolete architecture.

EDIT: To be perfectly honest, it'd be possible, but gains don't justify the investment.
 
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Technical limitations of a 30 year old obsolete architecture.



Not buying that. The client reports destruction of a bond-worthy ship to the transaction server, there's no reason the transaction server couldn't immediately report this to the power play server.
 
I'm still curious why we can't have the obvious solution, ie a destroyed ship immediately counting as undermining (while the player obviously still needs to cash out)

Because then you'll end up with really odd situations where the undermining for a particular systems suddenly takes a massive dip, because a wing was destroyed while carrying a several thousand merits worth of undermining for the system.

Or a different kind of sniping - you undermine all of a power's systems. Now they fortify everything, but you don't turn in any of your merits. The power now ends up with a massive CC surplus, and they are unable to effectively control which systems they end up preparing, which can be even more damaging than being put into turmoil for a single cycle.

But what if they work, even if you don't have to hand them in?

Well, that just makes undermining and combat expansions even more powerful, because now there's no transit time involved at all. If you're already at 10k merits, why bother going back to a control system dozens of jumps away, when you can just keep undermining until the cycle end? To balance that out you'd need to make it unnecessary to hand in fortification merits - just pick them up and they should count right away too. Which would make powerplay even more pointless than it already is.
 
I think some people need to get over themselves regarding a perceived 'Empire bias'. I do not support ALD. FD are interested in achieving a balance within PP. The issue I raised affects ALL the powers. End of.
A) It's not an issue, it's a mechanic.
B) It does affect all the powers, but I only see one power complaining about it while multiple other powers like it.
 
I think some people need to get over themselves regarding a perceived 'Empire bias'. I do not support ALD. FD are interested in achieving a balance within PP. The issue I raised affects ALL the powers. End of.

I respectfully disagree. I don't see how it affects any powers? I think if you play PP badly this is a side affect. As stated before it simply doesn't affect you at all if you're already strategically working towards solving the problem. ALD has the player base to fortify every single one of her systems if she wishes but is either:
1) Too lazy to do so
2) Too uncoordinated to do so
3) Too arrogant to do so

I don't know which?

Of course it's more difficult to organize such a large player base but the answer to that should be more in game coordinating skills not an overhaul of a system that allows more strategic diversity.

Again. I don't think there's a bias per se - I just think empire has a larger power base so their problems are heard quicker. But this certainly isn't a mechanic problem it's a power problem. Add to that the fact that many ALD reddit organizers want turmoil because they want to shed systems and I don't see the problem.
 
I'm still curious why we can't have the obvious solution, ie a destroyed ship immediately counting as undermining (while the player obviously still needs to cash out)

I suggested that a while ago :)

I see no reason why cashing in your merits effects the war. The Ships were destroyed, whether the HQ is informed of that or not doesn't matter.

Just update the totals when they happen, but don't give the player their own personal merits until they cash them in.
If a player dies they lose their merits, this shouldn't in any way mean the ships that player destroyed are magically back, as it does with the current system.
 
I think some people need to get over themselves regarding a perceived 'Empire bias'. I do not support ALD. FD are interested in achieving a balance within PP. The issue I raised affects ALL the powers. End of.

You raised an issue that just effected ALD, whether you are currently pledged to ALD doesn't show there is or is not an imperial bias.

Please show everyone when there was a Dev comment of a bug, or situation happening to anyone but Aisling or ALD.

I can only think of one, and that was in relation to a bug that Archon and Antal have faced (and its a problem for all minor factions throughout the galaxy) with not being able to create combat zones in systems that have no planets.
This comment was made 11 or more weeks after the bug was reported.
 
I'm still curious why we can't have the obvious solution, ie a destroyed ship immediately counting as undermining (while the player obviously still needs to cash out)

This. All fighting ethos should work the same. Count the vouchers separately as the pilots personal gain and recognition.
 
At the moment for a semi-casual player - i kinda want to get involved in PP but there's no real benefit ....
Right now i'm happily sat at Rank 4 with just a couple hours needed to gain enough merits undermining to maintain this rank...
The core mechanics offer little in attractiveness for this .... i can accumulate another 2000 merits or so doing expand/control/fort 'work' but it means diverting time from more lucrative gameplay

1. The ranking system needs more levels - the gap between 1,500 (achievable) and 10,000 (unachievable) is large.... maybe ranks at 3,000 and 5,000 would add incentive to keep pushing .... but not by undermining
2. Split the ranks into 2 .... have separate ranking tiers for work that contributes 'for the power' and a second for 'bringing down opposition'

That way there is a degree of incentive to play both sides of the PP game...
The balance to undermining is too strong right now ... if i could have rank 4 in 2 paths .... so 2x5m for 1500 merits working towards expansion and against our foes that'd be awesome

Hi you only need 10000 the first week, then only 5000 per week to maintain. I know people with daytime jobs and a family who do this, but they don't do much else :) 5 hours of work in a good wing.
 
I'm more concerned about the fact that 5th columning and counter-5th columning are ridiculously effective tactics, to a point that you could far better support your own power by being pledged to an opposing power.. And yet, FD is willing to completely ignore this aspect of powerplay. Not that I really blame them, since with their limited resources/competency I really don't see how they would be able to address this issue.

I completely agree that 5th columnists are proving to be the primary way some CMDRs / powers choose to play the game and it is extremely hard to counter this offensive. I'm not sure what can be done to balance this Powerplay 'mechanic', but it makes preparations and expansions a constant headache. Mahon, for example, is being currently targeted by saboteurs every cycle at the moment. I'm sure other powers are as well. Some Mahon players apparently defected to Archon Delaine just to counter-prepare a bad system, so it could be opposed at the expansion stage! But even this couldn't stop another bad system (one jump from Gateway - Hooriyan, I think) being prepared and that is now impossible to oppose in it's expansion, without resorting to turmoil again.

Whether this is legitimate gameplay or not is for FD to decide, but it sure is effective; and, again, it is almost always used in the final hours of a cycle. It would be nice if there was a way to mount an effective defense against THIS activity. I did state this in the OP, incidentally.
 
A) It's not an issue, it's a mechanic.

Let's leave it to FD to decide what is an 'issue' and what is a 'mechanic', then - shall we? Not so long ago, some people claimed that jumping to SC and back out again to instantly restore shields was a legitimate mechanic. FD targeted it as an issue and it has since been changed.

Likewise, FD are currently looking at this 'mechanic' and are in the process of deciding whether or not it is an issue which needs addressing. Hopefully, they will also look at the way PP is going with respect to 5th columning too. I'm not suggesting Powers can't snipe, undermine or 5th column to their hearts' content. I'm only proposing that the effectiveness of these activities be balanced with ANY power's need to prepare, expand and fortify systems.
 
I read a blog article relating to my work, over breakfast this morning. The opening was quite pertinent:

One of the most important things I like to keep top of mind is that you don’t know who your users will be.


They can be less web savvy than you, bringing so much clunkiness to your app that it breaks. That’s not their fault, it’s not your job to tell them to change their behaviour.
I run into these “Aha, so that’s what you do with my app?!” moments all the time. And I have to bite my tongue and take notes instead of explaining what they should be doing. These encounters remind me that my app not only works the way I planned it. It also ‘works’ in every other way a user can bend it.

Not all users are less savvy. They can be more savvy as well.

(source: http://codeoncanvas.com/5-important-security-measures-every-web-developer-should-know-and-use/)

This is a bit like teaching your granny to suck eggs (a peculiar Scottish idiom perhaps), but basically... stating the obvious, but something perhaps forgotten.


An alternative hypothesis to "Empire Bias" is "Causal Bias". Assuming that there are more "casual" players in ALD because it's generally perceived as easy-mode to gain credits, ALD players fit with F: Dev's increasingly "casual friendly" approach to Elite Dangerous. They should, in equal measure, be creating parts of the sandpit universe for hardcore players. Again, stating the obvious, but I feel that F: Dev have lost their way here. From creating a lush, deep and involved simulation, to creating a mechanic that further alienates hardcore players who enjoy the limited amount of depth that is available. If my hypothesis has any validity, then F: Dev really need to decide. So many of their decisions suggest that they are happy with a game that they want to play, and understand, rather than to create a sandpit that allows players to come up with novel means to bend it.
 
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I suggested that a while ago :)

I see no reason why cashing in your merits effects the war. The Ships were destroyed, whether the HQ is informed of that or not doesn't matter.

Just update the totals when they happen, but don't give the player their own personal merits until they cash them in.
If a player dies they lose their merits, this shouldn't in any way mean the ships that player destroyed are magically back, as it does with the current system.

A simpler, more equal fix that should get traction.
 
I suggested that a while ago :)

I see no reason why cashing in your merits effects the war. The Ships were destroyed, whether the HQ is informed of that or not doesn't matter.

Just update the totals when they happen, but don't give the player their own personal merits until they cash them in.
If a player dies they lose their merits, this shouldn't in any way mean the ships that player destroyed are magically back, as it does with the current system.

+1: a great solution- just decouple the reward from the effect. Hopefully this will be put in, as its the best solution I've heard so far.
 
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If FD hand-holds and coddles powers by telling them what systems are being undermined in such a pre-school fashion, there won't be any strategy left to powerplay fortifications and undermining. The problems arise when people would rather be told how to play a game instead of playing the game themselves. It should take some planning and coordination to fortify important systems. Likewise it should take some planning and coordination to undermine important systems.

Talk about missing the point.

Haku
 
Hello Commander chagnampra!

Limiting Powerplay voucher capacity.

I think is a *great* idea. I'm going to look into the feasibility of doing it.

Obviously, there is a counter argument that it forces more "busy" work for Commander's undermining, but my personal take is that it could provide a *much* bigger benefit than cost.

Top banana, Commander!

Hello Commander Skyrun!

I respectfully disagree. Currently a system could look completely safe until the last hour, at which point all vouchers could be traded in.

With a suitably restrained limit on how many vouchers a Commander could carry at any one time, Commanders would not be able to hide progressive undermining, giving fortifying Commanders to see the growing threat.

I can't really see any major downside to this at all, at the moment. It certainly seems better than being able to offload potentially an entire cycle's worth of undermining vouchers at the last moment.

Whilst it would be great to have super visibility of voucher progress at all time, there are various limitations that prevent us from doing so.

Hello Commanders!

I would think that a number in the range of 500 - 1000 would be an appropriate start. It's a decent amount of vouchers.

In fairness, any limit that isn't sky high should cause a significant reduction in sniping capability.

Hello Commander ScoobyPoo!

I'm not sure I agree that stopping merits for over-fortifying or undermining would help that much with this.

I think that sniping is a concern in of itself. Regardless of the potential profit, the ability to snipe remains an issue.

A voucher limit would certainly be effective at reducing it's power.

Hello Commander persephonius!

I think the challenge that sniping brings is fairly unpleasant, because there's not much you can do but try to fortify everywhere as much as possible.

There is a valid argument that if offers the chance for analysis and mind games, but my own opinion is that it's like the contest between a goalie and a striker in a penalty kick: very weighted towards one outcome.

Not to mention that fortification already requires more travel.

Basically, a limit allows us to determine the potential effective strength of sniping (as folk have stated, the actual ability to snipe is not removed completely.

Good to hear opinions though!

Hello Commanders!

Can I just make absolutely clear: this discussion of sniping has nothing to do with any conspiracy or bias towards or against any power. Period. Any suggestion that it does is simply incorrect and only serves to derail the discussion. Could I ask that we keep the thread clear of such allegations?

So, the reason I'm posting here is simply because I saw what I thought was a good idea that was worth discussion. It may have been raised many times before, but, alas, I have but one pair of eyes.

*Every* power is at risk of, and can suffer from sniping.

Sniping isn't wrong per se, but at the moment it is somewhat a path of least resistance.

Having a cap would hopefully do two things.

1. It would limit the effectiveness of sniping. The voucher limit would determine how much sniping's effect is reduced by.
2. It would provide, during the course of the cycle, clearer indications of the state of each power, allowing supporters more of a chance to mobilise effectively.

Also, to the folk that suggested it: I like the idea of rating determining the amount you can carry, on face value. I'd need to have a chew over it to make sure though.

Another point to remember concerning "larger" powers: the costs of running a big powerbase are significant - overheads mean that it normally doesn't take much to really rock the boat and cause lots of trouble.

So, sure, we can debate what a decent limit should be. I'm open to suggestion! But I've yet to hear a very convincing argument that this change would fundamentally be wrong for Powerplay.

Hello Commanders!

I understand the argument that it will be harder for smaller powers to attack larger powers successfully. A reasonable point.

I also understand that some of the concepts behind sniping (coordinated attacks and what have you) are not necessarily bad.

We've been discussing this in the office for a bit and we're checking some numbers.

Feel free to keep up the discussion, some very interesting points raised. Obviously nothing is going to happen right away, there are some other options to look at as well.

I'll keep you informed.

@Sandro,

The easiest fix to this is to simply use the fact that merits are counted towards a player as both "Effect" and "Reward" merits. This is a clear and obvious solution given that a recent patch/dev note indicated that merits are tallied separately, it just so happens that when they increased combat merits both values were increased to match to each other.

We need "Effect" merits to immediately take affect, and be non-reversible. It makes absolutely no sense that another power could kill hundreds of a factions ships with them having no idea that these ships went missing. Not in the day and age of Elite and the technology available. It makes no sense.

Further, putting an arbitrary limit on how many merits a single pilot can carry only serves to muddy the situation more, as then only large player groups can snipe effectively, leaving smaller player groups in the dust. This would only increase the problems with sniping further.

There's also an issue that combat players can't fortify their own systems through combat (seriously, please get this enabled. I want to play for my faction as a patrol/defense pilot and I get absolutely no reward for doing so. It's rubbish.)

As it stands right now, being pledged to LYR and being one of the major fortifiers that helped push our power up... I've lost all satisfaction with powerplay and am now bored. Fortification was mostly solo. Defense consists of slaughtering any "hostile" commander with a bounty with no actual idea if they undermined my power or not. We simply do not have the tools for powerplay to be... Powerplay.
 
If FD hand-holds and coddles powers by telling them what systems are being undermined in such a pre-school fashion, there won't be any strategy left to powerplay fortifications and undermining. The problems arise when people would rather be told how to play a game instead of playing the game themselves. It should take some planning and coordination to fortify important systems. Likewise it should take some planning and coordination to undermine important systems.

Talk about missing the point.

Haku

Absolutely agree.
 
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