There's an interesting consequence of the Powerplay setup too, which means that most Powers you can get the payout bonuses pretty much regardless of whether your Power controls territory or not.What in- game effect that i should care about is going to happen if i bump out, say, Archer, and put in Torval, with my band of merry commanders? The various effects aren't worth getting out of bed for when you know what good rewards look like,,, so what's the draw?
- bounty payouts: you don't have to hand them in where you collect, so you can always hand them in at your Power's unassailable HQ
- exploration/exobio: likewise
- S&R/Salvage: again, you can hand in anywhere
- trade: most of the boosts to trade goods are on goods which don't have particularly high BGS variance on the sales price, so you probably need more than your Power's HQ system, but only so far as to get a good mix of economies. The general trade boosts are 25% or less which is a lot weaker than most BGS states would give on the well-stackable commodities
On the other side, abilities which really benefit from being large:
- minor faction reputation gain (Winters, Duval, Kaine, Mahon)
- bounty cancellation (Delaine)
There are some passive bonuses from the territory control but as they're now entirely undocumented they can't really motivate making systems change colour, and they're generally far less significant than the active bonuses anyway
I tried that at first, but my Power's major player groups - as with most Powers - are big on non-aggression pacts and alliances and diplomacy and so on [1], so if I want to actually attack anyone I need to go it alone anyway.PP2 is a multiplayer strategy game, get involved with your power's discord or even better a powerplay active squadron and you will see what it is all about.
And if I just want to reinforce or do uncontested acquisitions, they don't really need coordination.
[1] They are entirely right that "everyone gangs up on Winters and agrees not to attack each other" would be near-optimal Powerplay strategy for 11 out of 12 powers, but it's not a style of play I'm interested in, and I don't really have the motivation or charisma to put together my own "what if we attacked Grom instead?" squadron