You're entitled to your opinion, of course.
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.
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)
But what if they work, even if you don't have to hand them in?
A) It's not an issue, it's a mechanic.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 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'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 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'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)
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
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.
A) It's not an issue, it's a mechanic.
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.
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 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.
It was suggested a while ago so we will see.
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.
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