The Powerplay discussion thread.

Powerplay should be solo only.

it is a singleplayer game after all

I call it a multiplayer game the moment they remove P2P multiplayer solution and fix proper group naming and ability to select roles in order to streamline group invitations and such.

-I WANT to play online but there are to many broken or simply features that cripples online play as a group.
 
I call it a multiplayer game the moment they remove P2P multiplayer solution and fix proper group naming and ability to select roles in order to streamline group invitations and such.

-I WANT to play online but there are to many broken or simply features that cripples online play as a group.
Yes its a bit of a ham fisted attempt at multiplayer thats for sure...
 
Powerplay should be solo only.

it is a singleplayer game after all

It has been the biggest impoteous yet for players to compete against each other (in OPEN), which is porbably the major +ve of it. Just imagine if Powerplay had missions to go to a zone and escort convoys arriving at one nav beacon, and leaving from a second... And between those two they could be attacked... You could do this in Solo, Wings or in Open of course... And then take POwerplay to its logical next step, where an enemy Power gives its CMDRs missions to attack these convoys!

There loads of potential tasks/missions that could make the gameplay more interesting/varied and offer Wing and PvP related experiences.

Powerplay should have been all about deeper more varied gameplay, while also opening up these task/missions to Wings and PvP (OPEN) gameplay.
 
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It has been the biggest impoteous yet for players to compete against each other (in OPEN), which is porbably the major +ve of it. Just imagine if Powerplay had missions to go to a zone and escort convoys arriving at one nav beacon, and leaving from a second... And between those two they could be attacked... You could do this in Solo, Wings or in Open of course... And then take POwerplay to its logical next step, where an enemy Power gives its CMDRs missions to attack these convoys!

There loads of potential tasks/missions that could make the gameplay more interesting/varied and offer Wing and PvP related experiences.

Powerplay should have been all about deeper more varied gameplay, while also opening up these task/missions to Wings and PvP (OPEN) gameplay.

Right but the whole part about multiplayer, bringing players together, has actually been missed as there's no power-based chat, no in-game or even subforums for people to communicate. Still limited by the same small instances. It's supposed to be a game system created for player interaction, but there's no interaction.
 
Right but the whole part about multiplayer, bringing players together, has actually been missed as there's no power-based chat, no in-game or even subforums for people to communicate. Still limited by the same small instances. It's supposed to be a game system created for player interaction, but there's no interaction.

The interaction can come from the ground up though.

You turn up at a convoy location to help defend it... see X other players from your Power, so instantly chat and wing up.

This happened to me a number of times at Military Strike zones, before they died out - ie: CMDRs stopped going to them.

Great fun!
 
The interaction can come from the ground up though.

You turn up at a convoy location to help defend it... see X other players from your Power, so instantly chat and wing up.

This happened to me a number of times at Military Strike zones, before they died out - ie: CMDRs stopped going to them.

Great fun!

Sure, and it is fun, until later you realize that there are wings of players in private groups, and others in solo, that are running those same fortification or undermining missions and you can't do anything to stop it or counter it.
 
Sure, and it is fun, until later you realize that there are wings of players in private groups, and others in solo, that are running those same fortification or undermining missions and you can't do anything to stop it or counter it.
Absolutely...

And that's why, for any results that matter, and makes a difference to a Power's outcome/progress:-
- They MUST be, as much as possible, based upon some aspect of skill, and not just which side grinds the most. ie: Just because Power A destroys more ships, that shouldn't immediately mean a better result for A. If it took them 5x the players/effort, then that needs to be taken into consideration. ie: Maybe Power B were more skillful/efficient etc...
- Results should be split between OPEN and SOLO (& GROUP?) such that they are ring fenced. So each accounts only for a portion of the outcome.
 
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Not to distract from the current discussion, there have been good points made.
I'm open to correction here, but I cant honestly remember PP being discussed at all with the community before it landed.
Was it in the DDF, can anyone recall such a discussion?
 
Not to distract from the current discussion, there have been good points made.
I'm open to correction here, but I cant honestly remember PP being discussed at all with the community before it landed.
Was it in the DDF, can anyone recall such a discussion?

PP has a lot in common with what were called tier 1 NPCs in the DDF. It also has a lot that was never discussed. I choose to see this as much more fleshed out tier 1 NPCs, even though I feel the fleshing out could use some more fleshing out.
 
Not to distract from the current discussion, there have been good points made.
I'm open to correction here, but I cant honestly remember PP being discussed at all with the community before it landed.
Was it in the DDF, can anyone recall such a discussion?

Another reason why the rumored "top secret, huge, exciting new updates" kind of worry me. Other than simply making the pile of to fix bigger than it currently is.
 
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I love the IDEA of powerplay but it really needs to MESH better with the real universe. IF you feel that the current system MUST stay then:

-Really, scrap faction modules for PP - they feel more like a test bed you wanted to use for new weapon and are only a short sighted carrot.

-Overhaul the merit reward system for actions

-Do not allow PP factions to extend power into systems not RULED by their major faction (EMP/FED/IMP/IND). This is the most important one.

-Players must use regular missions or other means to overhtrow a system towards the PP factions ruler before PP can be initiated. See, now we merge regular gameplay with PP

-Add PP missions in bulletin board that gives higher than usual effect on non PP aligned system (IMP vs FED) to change their standing (from IMP to FED for example)

-Add PP missions in bulletin board so we can influence a station to give over power DIRECTLY to a PP faction - thus making a station hostile to other PP factions

-Allow missions from bulletin boards in owned systems to give a small amount of merit points since you are essentially working for the faction

-Separate monetary rewards from ranks so that people can earn money based on merit points EARNED instead of linked to a rank.

-Reward calculation example [Rank X Current Merits] X [100 X Weeks Aligned]: A rank 5 aligned 6 weeks with 5000 merits would earn 15 000 000c

-Even with merit decay there will be higher earnings due to loyalty rewards for staying with a faction over time
some good ideas there.
 
Powerplay would be much more interesting if it was open only. But being so low rewarding as it it now, I recomend anyone doing it in solo to lower your credit loss as it is without losing cargo+paying insurance.
 
Not to distract from the current discussion, there have been good points made.
I'm open to correction here, but I cant honestly remember PP being discussed at all with the community before it landed.
Was it in the DDF, can anyone recall such a discussion?

Another reason why the rumored "top secret, huge, exciting new updates" kind of worry me. Other than simply making the pile of to fix bigger than it currently is.

Me included, as it stands ED feels like an old box of lego, consisting of Duplo lego, lego technics as well as regular lego, they just dont fit together.
At this point theyould really start focusing on fixing the old, cause it's going to be an even greater problem after adding even more features, and by the looks of it, they would probably be as broken as these last ones :\

I'm personally also questioning if a subscription plan would be preferred, as it stands I fear FD is trying to rush for the new money since I can't really believe the FD store is capable of generating that kind of cashflow.

I would easily pay 20$ a month for this game, even as broken as I currently consider it.
 
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Powerplay would be much more interesting if it was open only. But being so low rewarding as it it now, I recomend anyone doing it in solo to lower your credit loss as it is without losing cargo+paying insurance.

Not so sure this is still true. I have been able to easily avoid NPC interdictions in the past. But here lately, it seems they have better FSI's. I got pulled out (and destroyed) by one of Hudson's NPC's in Karid. I was tooling along when the interdiction sequence started. He was more than half way up on his bar when the Escape Vector started fluttering. Next thing I know I'm in normal space with him and 2 of his buddies and they aren't playing around. I've had this happen several times but I'm usually able to get away. But not from this Fed and his cronies.

I'm not complaining, this is just part of the game. I had the insurance and it only set me back a couple of million. But Solo is dangerous too. NPC's can kill you just as dead in Solo as they can in Open. I've never played Solo. I always play Open. And if someone wants to grief me, after I dock, or respawn (if he kills me), I'll just go play another game for a while, or maybe get a bite to eat. But no one will drive me into solo play. I don't like solitaire in any form.

 
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