Step one: Fix the most major bug - the inability for Antal and Delaine to generate expansion merits in their combat zones. This is beyond ludicrous, especially given that the collapse mechanic is now seemingly in full effect.
Step two: Fix the second worst bug (that I know of) - PowerPlay ships should not be attacking players from the same super power (possibly with the exception of the independents). This is almost as bad as the first one, but at least this one can't cause a power to collapse.
Step three: Not sure there is a step three. Well, other than fixing the multitude of bugs that are still in PowerPlay. These are the only two that I can think of that were introduced with 1.6/2.1.
As for undermining now being more dangerous - well ... good. Seriously - underminers have been running around, murdering god knows how many innocent people every month, and there's hardly been a slap on the wrist for the culprits. Not that I'm innocent of it myself, but it's about time that there are consequences to the murdering. Sadly it's still far less expensive to be a murderer than a smuggler. You smuggle 1 ton of narcotics into a system and you're likely to face a larger financial penalty than if you kill someone. It's quite frankly insane.
Power Play ships from other powers, but the same major faction should attack, to pirate the fortification goods they are carrying. They shouldn't kill the players though, and they should leave everyone alone after a scan if they aren't carrying what they want.
They should be doing this around the HQ and control systems station and in supercruise.
Its completely illogical for the AI to do this at res sites or exploited systems, there would never be a fortifier (well I have taken marked slaves to undermine and expand) in these locations to pirate.
As for the undermining being harder, I agree that it should be, and its been funny to see how much was obviously from solo grinders who only did it to get their rank 5 bonus each week.
I don't see a wing of 2 or more players being slowed down much by the new AI difficulty.
The two main bottlenecks of undermining I've always faced are spawn rate and FSD cool down time, to get back into supercruise.
What used to happen is you get a wing of 3 enemies in SC, someone in you wing calls that they see a wing, the wing gets interdicted, then you wait for all your wingmates to arrive, everyone tags all the ships, then its weapons free, AI dies in seconds, everyone jumps back to SC, except the player who did the interdiction, their FSD is still on cool down.
I have only been out undermining by myself so far (I probably got merits at 1/2 to 1/3 of my normal rate because I avoided most wings, except the sidewinder, sidewinder, type 6 gravy-train, and was scooping loot) so we will have to wait and see if wings of players are just as efficient as before.
I think this will disadvantage players who can't / don't wing up for undermining and most players who did undermine by themselves will probably abandon it.
For larger powers, like ALD and Hudson, they probably have wings running 24/7, so when you jump on their TS you can just join one of the wings currently running and get your merits.
For smaller powers (I can only really speak for Delaine, but I suspect Torval, Sirius, Antal, Patreus and maybe Mahon are the same) there aren't wings running all the time for anyone interested to join in.
These undermining (and combat expansion) merits will be lost.
For expansions, ALD and Hudson will continue to automatically win, no change there.
If ALD or Hudson oppose expansion from Delaine, Patreus or Antal, these will be much harder to win.
Mahon, Winters, Sirius, Torval and Aisling expansions all now have a buff, but again, any that aren't specifically opposed by ALD or Hudson will win.
Aisling, Torval and Sirius don't get opposed, so they should just win automatically still, no change for them.
Mahon will win more expansions, and Dhanchu in particular should now be a formality for them to win, Winters will find it easier to put more weaponised expansions into ALD space.
Presuming undermining numbers do decrease, Mahon, Hudson, Winters and Delaine will see the biggest effect, since they are the 4 powers who are undermined all the time.
Less fortification will be needed from them.
Antal, Aisling, Sirius and Torval see no real undermining, so its business as usual for them. Aisling will still need to fortify a massive amount, and Antal will need to fortify a moderate amount, because of their negative starting cc balances.
ALD is undermined in a controlled pattern, but also benefits the most with the high security police response times, I still think this shouldn't be a big issue for wings of players, but it might be.
ALD and Aisling will face less chance of snipes working, and can continue to use collusion piracy to drop their worse systems (I still can't speak lowly enough for this still being in the game)
Patreus should be able to join the collusion piracy party if his players wanted to.
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My limited test showed that it is about on par with pre-2.1, when
using interdiction as a solo player. Which is about 400 merits per hour. Although now one also collects lots of data scans and materials while undermining.
So in some sense, Solo and Open have been equalized: merit rates are comparable now
(ducks and hides)
I'd say 400 merits per hour is a very low rate for pre 2.1, it sounds like you were not killing wings, which is the main real change now.
Was you experiment done in Hudson or ALD systems which have the quick police response time?