Unless, we as a whole community put this theory to the test, and focus on trying to wipe out a single power, taking all their systems and their primary system.
At the moment the balance very much favours Reinforcement and Acquisition ... the question is whether people will move to more Undermining once the easy-to-get space runs out?If the Cobalt Calamity was such a threat other powers should attack, including other Imperials. Sadly they don't, because PP has always favoured stability over confrontation.
Again depends on the balancing and incentives more so than what even large player groups do - if non-centralised PP activity is mostly Reinforcement, then the Undermining is too dependent on the big groups, who'll want an easy life where they only start one war at once, probably with the Federation. If non-centralised activity is mostly Undermining then trying to keep that sort of multi-way peace treaty together becomes impossible.Hopefully as the Pantone Princess expands outwards toes will be stepped on, and not suppressed by ZYADA by allowing horse trading.
I heard that some "emergent" groups are not liking the inherited PP 1.0 alliance(s) at all... as [leaving for a moment aside the lore] those are one of the reasons (if not the main one) which resulted in making PP 1.0 a stalemate [with the exception of few big turmoils and scraps for all three superpowers] and finally led to the puppetisation of other minor powers.I honestly agree with this. The formation of ZYADA was cool and a result of that "emergent gameplay", but now the rules of the game are literally different. I'm not saying I think the Imperial powers should start a civil war, though it would be cool to see the Aisling player base try and solidly depose Arissa and be like "c'mon FDEV it's emperor Aisling now".
Yes - though on the other hand, with there (rightly) being no direct penalty for owning a system, it doesn't matter whether you have 100 or 10,000 systems if the other side is only able to seriously attack one at once anyway.I do have serious doubts on whether Aisling (or Mahon for that matter) can hold on to their >1,000+ (each) systems currently under their sway. PP 2.0 is a lot more dynamic & unpredictable than PP 1.0 plus a sizable number of players are playing independently from the established organized PP groups.
[...] how they treat enemy players [...]
Will some powers prove to be more diplomatic than others, I wonder?
Hehe! I was kinda' thinking that those who adhere to the doctrine of the pirate accountant, might well be more interested by the kill count than how the other fella was enjoying their game; This adds some superb nuance, if it does play out this way, which is all the better for the game! A win win situation.Kumo diplomats be like...
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you mean the people PLAYING THE GAME?Just hopping in to comment on that. I cannot speak or control the notably high number of random CMDRs in AD that just go and do whatever FDev tells them to
Playing the game and disrespecting organized communities (that are also the actual core that keeps PP alive long term) and the effort they put into it, yes. You're right there is nothing mechanical stopping them from it, and FDev ultimately decides what the game is through mechanics. However, let's not ignore that a good chunk of people want to be organized and respect diplomatic ties and how the communities drive the game. Powerplay, in principle, is supposed to be about communities driving the game, isn't it? There was a time where it was even supposed to drive narrative but FDev chose to ignore that and make the lore whatever they want it to be regardless of what happens in PP anyway.you mean the people PLAYING THE GAME?
PP1 was ironically the same concept just poorly implemented- the unguided majority doing the right thing. The problem was the system was easily gamed and that because so few played it 5C had outsized disruptive effects.Playing the game and disrespecting organized communities (that are also the actual core that keeps PP alive long term) and the effort they put into it, yes. You're right there is nothing mechanical stopping them from it, and FDev ultimately decides what the game is through mechanics. However, let's not ignore that a good chunk of people want to be organized and respect diplomatic ties and how the communities drive the game. Powerplay, in principle, is supposed to be about communities driving the game, isn't it? There was a time where it was even supposed to drive narrative but FDev chose to ignore that and make the lore whatever they want it to be regardless of what happens in PP anyway.
What bothers me is that the actual mechanics design of PP2 is at odds (and arguably way worse than PP1) with what I'd think PP is supposed to be: a community effort of playing together. It starts on a small scale already. Because of weekly assignments forcing you into specific systems, just playing together with a friend is actively discouraged. People and friends one would like to play with that happen to be in other powers can barely be teamed up with anymore. The terrible UI actively discouraging any attempts at strategy doesn't help either. Allowing communities to develop their own tools - what the heck even is journal support - don't we dare try to make better tools.
On one hand, they want the game mode to be a community endeavor, on the other, they take every possible means to make people do stuff on their own and be oblivious/hostile to other players. It's silly.
For my part, I still continue to believe in the time and effort that organized communities have put into this game for many years and many hours of gameplay and diplomacy. It does feel like a fight against FDev design rather than other powers at times but we will see how it goes in the long run. If the new form of "5c" that appears to be on the rise already by trying to manipulate powers into fighting each other and just wanting to disrupt organization and create diplomatic chaos is going to end up being the winning philosophy of that, then so be it. I just don't think it will be healthy and ultimately cause PP to lose its soul by turning it into an individual careless merit grinding fiesta.
You (and quite frankly is a common error) are mistaken in the scope of PP- its a community effort between rival communities. Whats happened over time is that only a few powers ever fought, and that instead you have / had power blocs like ZYADA and FUC (and now KALE too I suppose) which dampen fighting.On one hand, they want the game mode to be a community endeavor,
Yes, I will absolutely disrespect the "organised communities" dictating how individual players get to play in a game where the tagline is literally "blaze your own trail".Playing the game and disrespecting organized communities (that are also the actual core that keeps PP alive long term) and the effort they put into it, yes. You're right there is nothing mechanical stopping them from it, and FDev ultimately decides what the game is through mechanics. However, let's not ignore that a good chunk of people want to be organized and respect diplomatic ties and how the communities drive the game. Powerplay, in principle, is supposed to be about communities driving the game, isn't it? There was a time where it was even supposed to drive narrative but FDev chose to ignore that and make the lore whatever they want it to be regardless of what happens in PP anyway.
What bothers me is that the actual mechanics design of PP2 is at odds (and arguably way worse than PP1) with what I'd think PP is supposed to be: a community effort of playing together. It starts on a small scale already. Because of weekly assignments forcing you into specific systems, just playing together with a friend is actively discouraged. People and friends one would like to play with that happen to be in other powers can barely be teamed up with anymore. The terrible UI actively discouraging any attempts at strategy doesn't help either. Allowing communities to develop their own tools - what the heck even is journal support - don't we dare try to make better tools.
On one hand, they want the game mode to be a community endeavor, on the other, they take every possible means to make people do stuff on their own and be oblivious/hostile to other players. It's silly.
For my part, I still continue to believe in the time and effort that organized communities have put into this game for many years and many hours of gameplay and diplomacy. It does feel like a fight against FDev design rather than other powers at times but we will see how it goes in the long run. If the new form of "5c" that appears to be on the rise already by trying to manipulate powers into fighting each other and just wanting to disrupt organization and create diplomatic chaos is going to end up being the winning philosophy of that, then so be it. I just don't think it will be healthy and ultimately cause PP to lose its soul by turning it into an individual careless merit grinding fiesta.
PP1 needed organisation because one wrong move crippled a power, and late cycle PP1 was a sea of bad moves.Yes, I will absolutely disrespect the "organised communities" dictating how individual players get to play in a game where the tagline is literally "blaze your own trail".
In PP1.0 a single player couldn't get anything done without going through the council. Now individuals and groups are free to push small parts of their power as they see fit without permission from anyone.
But I'm still pledged to Kaine and happily reinforcing and acquiring and undermining systems on her behalf. Some of the time they might even be the same systems that the Kaine Discord is working on, for all I know.
Yes, that certainly wasn't them. I don't even know if it was Kaine pledges looking for a convenient target close to Tionisla, or just a really big pile of attacks of opportunity around the rares trade coming from everyone non-local - probably a bit of both.Same here, but on the Mahon side of the equation. I didn't even try to join their discord since I figured it would take them a while to shed the hard learned constraints of PP 1.0
The intense battle for control of Leesti in Cycle 1 was very instructive though now (based on your observations of the Kaine discord) it looks like much of the undermining of that critical Mahon stronghold was done by independent players unhappy with Mahon specifically.