The Powerplay discussion thread.

Powerplay is fundamentally a good idea, but the idea is lost in a horribly bloated mess of menus inside menus (much like EVE Online, "menus in space"). Even worse, the powerplay factions seem disconnected from the other proper factions (Federation, Empire, Alliance) since none of the powerplay activities seem to affect them to any extent. For example, why would the Empire accept a Federal powerplay faction (ie Hudson and/or Winters) taking control of their systems?
 
"Run missions for the power - most don't pay directly, but you get merits which give eventual benefits"

Can you be more precise? Until now I also did not understood why all this stress about powerplay. Whats the eventual benefit and does it really worth? Or where is the fun in it beside being a hero (if I want to be a hero, I just buy my child a new big toy or icecreaam etc :D )
 
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Well, I've read about Powerplay both the official and unofficial stuff and, at the end of it all, I don't care one salty drop in a planet sized ocean. For me, I just can't see what is supposed to be fun about this. Seems it's either to try and promote PvP or trying to replicate the old rep reward system seen in so many MMO's.
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I wouldn't mind so much but I don' even seem to be able to make money out of it as a merc, so the whole of powerplay is worthless to me.
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But... If I am missing something then I will happily re-think!
 
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"Run missions for the power - most don't pay directly, but you get merits which give eventual benefits"

Can you be more precise? Until now I also did not understood why all this stress about powerplay. Whats the eventual benefit and does it really worth? Or where is the fun in it beside being a hero (if I want to be a hero, I just buy my child a new big toy or icecreaam etc :D )

The Power missions require you to deliver packages of data, goods etc and in some cases perform combat. You don't get paid for delivering the data packs, but you get "merit" points instead. As soon as you turn in the first packet you gain the starting merit for the base rank (eg 1,000 credits). As you accumulate merits (which are persistent but do also expire over time) you increase rank, gaining higher credit payments for Power support duties. You also begin to gain points that can be used to influence where the Power will expand. Expansion usually has an effect on the local economy, perhaps increasing bounties etc.

You don't have to play the Powerplay game at all - you can just go about business as usual, but it's worth keeping an eye on what the system effects might be in an area where you are working as it might help to maximize profits. eg You might find that gun-running to a specific power is more profitable than to its opponents because of effects on the system economy, so you gain a small benefit but can stay neutral.

- - - Updated - - -

Who have you gone for?

The Independent Power, Li Yong-Rui, which is effectively the Sirius Corp. Apart from generally liking their missions they are also sponsoring a CG for explorers.
 

Tar Stone

Banned
I weep.

This is why Hollywood movies spell everything out and explain everything using endless bland dialogue, and why every AAA game has 17 hours of cutscenes.

I play tabletop board games with my two young nephews with more complex rulesets.

You won't understand it until you get stuck into it. It's fantastically designed and I am astonished at the largely negative response to it on here.

The tutorial videos have had really low views on YouTube, I suspect most players aren't even interested in investing 20 mins trying to learn anything about it.
 
I weep.

This is why Hollywood movies spell everything out and explain everything using endless bland dialogue, and why every AAA game has 17 hours of cutscenes.

I play tabletop board games with my two young nephews with more complex rulesets.

You won't understand it until you get stuck into it. It's fantastically designed and I am astonished at the largely negative response to it on here.

The tutorial videos have had really low views on YouTube, I suspect most players aren't even interested in investing 20 mins trying to learn anything about it.

I think the main problem is that the game itself should explain it to you step by step. You should not be forced to watch youtube videos to learn how to play a game.

The manual for the PP is really bad in easing your way in. It's like it would be explained by Kryten from Red Dwarf...

At least some ingame tool-tip help would make it a less frustrating for new players.
 

Tar Stone

Banned
It can't be explained step by step because it's entirely up to the player how to go about working for their power.

There is a real freedom to that.

All the information is there, you can devise your own mission or set of missions and spend an evening doing it, improvising on the way, fighting your way back home.

There are twitch streamers, tutorials, a manual and a forum for help.
 

Nonya

Banned
Open up the menu for the faction you've pledged. Everything goes from left to right.

Overview gives the basic stats.

Rating shows how well YOU are doing in the faction and shows what special PP-specific bonuses you get depending on how long you've been pledged to the faction and how many merits you have.

Preparation shows what systems ned to be prepped in order to vote and move them into the next tab, Expansion.

Expansion tab shows what little battle zones need to be fought in to get merits and when the merits are met and not undermined, it then goes to the next tab - Control.

Control systems have you delivering supplies to keep them fortified and you can cash in powerplay points at any control system. A fortified system requires no CC to spend to keep it. A control system that has it's fortifying cancelled out by undermining means the faction has to spend the default upkeep cost to keep it and if it's completely undermined then it's more than double that CC cost to keep it.

Stats shows the numbers and standing compared to the next rank higher (or lower if you're #1 faction) and what bonuses you get automatically for being a member of that faction.

Once you see how the flow of the PP "game" moves from left to right in the faction menu GUI you'll understand it better.
 
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Tar Stone

Banned
You should not be forced to watch youtube videos to learn how to play a game.

There are legions of Eve and X Series fans who would probably disagree. If it's going to have some depth to it then you have to be prepared to learn something.
 
Open up the menu for the faction you've pledged. Everything goes from left to right.

Overview gives the basic stats.

Rating shows how well YOU are doing in the faction and shows what special PP-specific bonuses you get depending on how long you've been pledged to the faction and how many merits you have.

Preparation shows what systems ned to be prepped in order to vote and move them into the next tab, Expansion.

Expansion tab shows what little battle zones need to be fought in to get merits and when the merits are met and not undermined, it then goes to the next tab - Control.

Control systems have you delivering supplies to keep them fortified and you can cash in powerplay points at any control system. A fortified system requires no CC to spend to keep it. A control system that has it's fortifying cancelled out by undermining means the faction has to spend the default upkeep cost to keep it and if it's completely undermined then it's more than double that CC cost to keep it.

Stats shows the numbers and standing compared to the next rank higher (or lower if you're #1 faction) and what bonuses you get automatically for being a member of that faction.

Once you see how the flow of the PP "game" moves from left to right in the faction menu GUI you'll understand it better.


What's most confusing to me is that every single thing...Prep, Expansion and Control is already so far above the trigger point, it makes no sense for me to waste my time doing them.....so I didn't. My first week aligned was spent farming RES's, like I always do.
 
I play tabletop board games with my two young nephews with more complex rulesets.

You won't understand it until you get stuck into it. It's fantastically designed and I am astonished at the largely negative response to it on here.

^ This. It's a real shame to see the negative responses here, and baffling too.

It doesn't take long to see how simple the ruleset is once you have a bash at it. As is often true, the theory is more complicated than the practice.

I remember when I first started played ED, I didn't know how Discovery Scanning worked. I didn't know I had to assign my scanner to a Firegroup, I didn't know I had to target things and point at them to run a scan. There was a process of working out how it all worked, I was doing it wrong for a while, but soon it clicked and now I'm a Pathfinder and everything seems intuitive. That was without ANY in-game help on how to operate Modules. We all managed it, it just required a small effort to TRY and learn.

The Help buttons on each page of the Power play view do actually have Helpful info inside. No need for FD to spoonfeed or handhold if folk bother to try reading them I hope.
 
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Open up the menu for the faction you've pledged. Everything goes from left to right.

Overview gives the basic stats.

Rating shows how well YOU are doing in the faction and shows what special PP-specific bonuses you get depending on how long you've been pledged to the faction and how many merits you have.

Preparation shows what systems ned to be prepped in order to vote and move them into the next tab, Expansion.

Expansion tab shows what little battle zones need to be fought in to get merits and when the merits are met and not undermined, it then goes to the next tab - Control.

Control systems have you delivering supplies to keep them fortified and you can cash in powerplay points at any control system. A fortified system requires no CC to spend to keep it. A control system that has it's fortifying cancelled out by undermining means the faction has to spend the default upkeep cost to keep it and if it's completely undermined then it's more than double that CC cost to keep it.

Stats shows the numbers and standing compared to the next rank higher (or lower if you're #1 faction) and what bonuses you get automatically for being a member of that faction.

Once you see how the flow of the PP "game" moves from left to right in the faction menu GUI you'll understand it better.

Not one of those screen tells me about undermining missions and where or what I can be doing to undermine.
 
To be honest - for me it was all very logical, but then I am old and wrinkly and did a lot of war gaming when I was younger, so a complex rule book was something you got used to. Each system a power controls or borders is a potential place for expansion/fortification or undermining, so the first thing to do is to use the power map and understand what your power controls and what systems and powers border it. Then it will make more sense when you look at the lists of systems and what is happening in them.
 
I hope that it is still viable to play fully as a mercenary taking part in community goals for whatever side or powers who put them out. Right?
 
just looked at the new stuff in 1.3.... what the hell is all this stuff?! What does it mean?!?! I've not been following the forums but I am so utterly confused by what all this new stuff is or what I am supposed to be doing?

It looks like some sort of Civilisation 5-thing (incidentally, I love Civ5 so no harm there) but on special Confusion-Pills? What does it all mean? Is there some sort of tutorial to tell me what to do? How to play? What all the stuff means? Gah.

Utterly confused and frustrated. Rather than try and work out what the hell all this stuff is I just closed ED. Tl;dr - sorry FD.


Sounds a bit like a tantrum.
I think PP adds a great new dimension to the Elite universe. It needs a bit of tweaking still, but in general it is quite good.
Do not expect to understand any of it if you are not willing to put some time into understanding the way it works.
It is not that difficult. FD now has uploaded three good tutorial videos. A fourth is expected.

Video 1 OVERVIEW:
https://www.youtube.com/watch?v=NWcL8qEGg7Q

Video 2 PREPARATION:
https://www.youtube.com/watch?v=Y379hkuSoCA

Video 3 EXPANSION:
https://www.youtube.com/watch?v=ugdhzV_nefQ
 
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So, take a new player who just bought the game. He doesn't know much about the game, but he's shelled out $65 and is hyped about all this pp talk , so he joins a faction right off the bat. He can play 10-hours each weekday and maybe 8-10 hours on weekends; let's just say 20-hours a week. He's got the Sidewinder starter ship and wants to progress up to bigger and better ships. How does he do that in PP?
 
Me too, at this point I think it's just safer for me to totally ignore it and not get involved than stumble about in the dark.

I'm with you Steve. I have read the posts here, read other information said posts pointed me to and I am still trying to work out the benefits of getting involved in PP. Unless it stops me doing what I am currently doing - which is whatever I feel like doing, then I will continue on my merry way.

One of the things that has put me off is the fact you lose points (or whatever they are called) if you don't play for a few days. Hell I have a life, and there will be times I won't get around to even logging on to the forums for a week, much less actually play. Also, from what I have read here, it isn't a fast way to make coin, and I can't see any other benefit you get from playing except for maybe bragging rights (please enlighten me if I am wrong, hell I often am wrong lol).

Before the multitude descend on me, I am not against PP, anything that keeps the majority happy is a good thing in my eyes. I just can't see me having the time or inclination to get involved into a mini-game that for all intents and purposes can be very time consuming.
 
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