the federation rules all.
do not resist because we only persist.
that and were bloody rich
do not resist because we only persist.
that and were bloody rich
it will show you that you hit level 3/4/5 whatever but rewards wont come until weekly reset but you do instantly unlock more merits per 30 minutes,money comes like this
i was rank 3 1st week but i only got 1000 credits for 1st week because i guess they dont want to instantly give you rank 3 payout so week 2 i got 50 thousand,thursday i will get 500000 and after that 5 million
and i think you do get it weekly...because well its salary that gets paid for work so im guessing you will always get same amount
but you loose merits every week and it will tel you how many got transferred from last week so i had 2200 and after update i lost 300 merits so you wanna still contribute to keep your rank up to get constant payroll
Not going to flame but I will say, I haven't touched power-play since it came out, it doesn't interest me at this point in time. I have simply continued to play ED just like I did before 1.3 hit and in all honesty, aside from some nice ship/module discounts and seeing the controlling leaders name in some systems, I don't even notice it's there. I get it may be harder to not notice it now you have been "in" it for a while, but everything does seem to be running quite happily without PP if you chose to ignore it. Then again your playstyle and goals may differ from mine.
Powerplay? What powerplay? <howls>
You only put in more than you earn if you try to fast-track to level 5 by buying the quota.what would have been a great mechanic is that if you get paid that salary for at least a month or two insuring that what you invest and also some profit right back. but other than that i see no incentive to continue to fight for my faction and spend the money that i do.
i hope this gets changed around
You only put in more than you earn if you try to fast-track to level 5 by buying the quota.
This is why private intra-faction comms are a must. I previously proposed an in-game reddit style system that would be limited in scope to concepts essential to coordinating a power's actions effectively and efficiently in a language-agnostic manner, requiring no moderation. Of course, it will never be implemented. But if you don't ask, you don't get, right?
The two types of players that need to be encouraged to join open are traders and explorers.
1. Traders and explorers are not primarily interested in interaction with other players.
2. Traders have almost nothing to gain in open:
- most interaction will be negative
- there is much higher chance to lose progress
- combat is totally one sided and not fun for trader
- even if they "win" (run with cargo), they lose time
- even if they "win", they can be interdicted again and lose more time
- meaningful security or law is non existent (from trader PoV)
- even if they destroy pirate, progress loss for pirate is minimal - comparing to possible trader losses insignificant
3. Pirates want interaction with traders.
4. Griefers want interaction with traders.
5. Bounty hunters want interaction with pirates and griefers.
Penalizing Solo players by making traders&explorers grind more to unlock faction benefits will not make them seek player interaction.
What could be done:
1. Lower the "fee" for traders:
- different ship&cargo insurance basing on system security level
- different ship&cargo insurance for unarmed traders
- different ship&cargo insurance for clean players
- trading ship on PowerPlay missions could have insurance fully covered by the PP faction (some resource system that could add another layer to PP?)
- "non-lethal" weapons for pirates to disable the trader instead of having to cause damage
- killing clean/unafilliated players should be penalized - so less players will destroy traders&explorers
- hired AI for protection, security forces response
- make interdiction encounter longer but single event only
2. Lower the risk for explorers returning to civilized space:
- no scanned data loss on death?
- data delivery drones?
3. Improve PvP Bounty Hunting:
- add PvP mission system that influences matchmaking
- allow BH "wing beacon-like jump" to a trader attacked in the same system - and share part of the bounty with trader (!)
- advertise pirate location if spotted in high-security system
- collected bounty should be less than 100% of the insurance paid by the pirate (to protect against printing money) - pirate death could lower the bounty just by this amount
4. Improve the crime system:
- the space is big enough to ban pirates from stations where a bounty is set by a minor faction
- make the fines and bounties survive a ship destruction, just as trader's money loss "survives" ship destruction - lower the bounty by paid insurance only
- make the insurance more costly for pirates (e.g. 10%)
- make piracy more profitable if "done right"
5. Add separate layers without changing the Open/Solo balance:
- add new combat ranking like "Valor" you proposed, but make it an Open-only ELO-like rating
- automated "protect convoy" missions with matchmaking, allowing PvP players to play escort scenarios - with "destroy convoy" mission autogenerated for other side
- add additional PvP possibilities (CQC)