The Fall of the Powers

The problem is stopping the unconnected 'mob' from just running prep mats to earn merits to earn toys....especially true for those with toys worth having

Its a democratic system with no means to broadcast within power .... but then who's actually in control of the power? Everyone ... there's no heirarchy ... one persons power nominations are equal to others.

The background sim should have presented some choices and then allow the nomination votes to act as weighting .... that way you might be able to sway it as an organised collective

This. Powerplay is a great concept but woefully implemented. As mentioned above it needs direction and purpose not some random free for all. Currently it's a mess full of contradictions that make no sense at all!
 

Ian Phillips

Volunteer Moderator
Yeah we know, as with most neg stuff they just sweep em all under the carpet. 50 cents Brigade in force here too.

There you go - swept under a BIG carpet called Powerplay Discussion, and stickied so that it doesn't go out of sight.

Any other ridiculous claims you would like to have refuted ?
 
On the power 'Rating' screen we should have exposed stats too .... we have no idea if, say an organised collective of 200, represents a decent chunk of 'active pledges'

Be nice to see a simple number next to each rating showing how many Cmdrs are at that rank
But we're in desperate need of group & power comms
 
Here is a thought.

With the short sigthed grind and design of powerplay - what happens if players IGNORE PP for a week, maybe two.

-PP resets every week and each system needs to be fortified to keep.

Powers will essentially LOOSE all their systems after a week and be pushed back to their HQ.

Really, that's it? All the powerplay talk but just like merit decay a political power is pushed back to one lousy system if people get tired of the grind?

And that will happen when people get tired of PP or get their modules when they have better gameplay in the regular game.
 
Here is a thought.

With the short sigthed grind and design of powerplay - what happens if players IGNORE PP for a week, maybe two.

-PP resets every week and each system needs to be fortified to keep.

Powers will essentially LOOSE all their systems after a week and be pushed back to their HQ.

Really, that's it? All the powerplay talk but just like merit decay a political power is pushed back to one lousy system if people get tired of the grind?

And that will happen when people get tired of PP or get their modules when they have better gameplay in the regular game.

No, if everyone ignored PP then very little will happen as most powers have enough CC to cover upkeep.
 
No, if everyone ignored PP then very little will happen as most powers have enough CC to cover upkeep.

My bad, fortification had nothing to do with keeping a system.

But here's the kicker.

It's damn easy then to plan the fall of a power when people start ignoring it.

-Expand systems with economy or watch a power with CC stash but crappy income and they will implode on themselves.

-Or create turmoil and a system gets into problem.
 
It's funny how all the best ways to damage a power, are to join it and damage it from within.

You know, for some reason I think the faction should stop itself instead of overexpanding - they should have the brain to know that they will overexpand, it's simple economic.

-If we take over more systems we loose political money. Ok, lets stop here unless it's a system that gives us enough cash.
 
You know, for some reason I think the faction should stop itself instead of overexpanding - they should have the brain to know that they will overexpand, it's simple economic.

But that is impossible when all decisions are the result of the collective actions of hundreds to thousand of people, individually dedicing based on a variety of factors what they do (most importantly, probably, merits/hour). This simply cannot work, not the way PP is designed anyway.
 
I do understand what you are saying, but suspect that "funny" isn't the word that sprang to most people's mind.

It is good this happened because it shows a fundamental flaw in the design of PP.
Players should not get to decide where to expand and when to expand.

It is as if Napoleon would have left strategic decisions to his soldiers.
This PP mechanic is unrealistic and has to fail.
And so it does fail.


But that is impossible when all decisions are the result of the collective actions of hundreds to thousand of people, individually dedicing based on a variety of factors what they do (most importantly, probably, merits/hour). This simply cannot work, not the way PP is designed anyway.

Exactly.
It is set up for failure.
Perhaps not on purpose, but nevertheless.
Strategic decisions should never be left to the soldiers.
 
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It is good this happened because it shows a fundamental flaw in the design of PP.
Players should not get to decide where to expand and when to expand.

It is as if Napoleon would have left strategic decisions to his soldiers.
This PP mechanic is unrealistic and has to fail.
And so it does fail.

Absolutely. It should have been based upon a tier or threshold system, with expansion being automatic. That way if people get points via missions then they can do what they like where they like, however, they are still earning points for their power.
 
But that is impossible when all decisions are the result of the collective actions of hundreds to thousand of people, individually dedicing based on a variety of factors what they do (most importantly, probably, merits/hour). This simply cannot work, not the way PP is designed anyway.

But it is not.

In the end the result is not a democracy because the faction we players work for should be able to decide if the players have made a stupid choice and overrule what we decide.

WE dont control the faction, we merely give it OPTIONS through our actions.

Allowing the faction to be a mindless blob merely following our lead destroys any kind of plausibility even more.
 
It is as if Napoleon would have left strategic decisions to his soldiers.
This PP mechanic is unrealistic and has to fail.
And so it does fail.

An excellent description.

If anything PP should either pick the one chosen by the community as long as:
-Net gain is positive
-Net gain is negative but there is enough in the coffers to last a week of powerplay
-Faction decides to exchange the least profitable system in exchange for the voted one.

Or pick the next one on the list that is MORE profitable than the above choices.
 
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