Nope. It merely was never meant to allow players to do blockades or effectively control territory, or otherwise do anything that would require forcing players to see each other.And this is where the problem is. It's an inconsistent mish-mash of ideas that is messy.
In short, it's not EVE, and down to the networking model chosen it was never meant to be.
Powerplay (like the CGs) is designed as a kind of popularity contest; the faction that attracts more players wins. It's not much different from a forum pool, except that you vote by playing.It would have been better if they had just completely excluded Powerplay, and made the entire game economy static/scripted.
Groups already handle that in other games that have 24hr territory fights such as Planetside 2 or Eve. They form coalitions with groups from other time zones or recruit players from other time zones to take shifts holding the territory while they are asleep etc.
In other server-based games you only have to cover time.
In ED you would have to cover time, (real world) space, and platform. You could have both US and EU groups blockading a station 24/7 each and I likely wouldn't even be aware they are there, even if I was to venture in Open. You can have PC groups in every continent, each blockading the station 24/7, and an XBox player wouldn't even be aware that was happening.
Getting 24 hours coverage in EVE would be child's play compared with what you would have to do to get the equivalent in ED. More so because you would need standby groups spread across the globe on both platforms; a PC player in Russia willing to log at any time to defend the station would do no good if the invader was on the XBox, or another PC player from the US.
In short, even if everyone was forced into Open, ED's architecture would demand such a prohibitively large effort to reach any measure of efficacy in a blockade, I doubt any group could pull it.
And even if they could pull that off, any individual player or organized opposition could get around it by merely doing a few tricks to influence the matchmaking, since the game puts lag-free gameplay above allowing players to meet.