A Way to mitigate bad actors in powerplay and enable communities to recover from poor expansions

Disclaimer: I am in ALD and stand to gain from these proposed changes. I believe that all powers will also gain from these changes as well and that the benefit for all is more significant than what ALD stands to gain.

The consolidation update was introduced in powerplay to combat groups of individuals aiming to damage a power from within. These “bad actors” prepared unprofitable systems for expansion that brought a power’s standing balance down, crippling them.

When a power has a negative standing balance, a new problem arises that can be exploited by bad actors in a power. If all of a power’s systems are canceled, systems turmoil based solely on upkeep. Systems gained through sabotage are designed to have low income and low upkeep which then forces more profitable systems to into turmoil first. This leads to a cycle that results in only the worst systems remaining. The major symptom of this problem is the difficulty of shedding unprofitable systems.

The consolidation vote prevented future bad expansions from occurring but the residual effects of having loss making systems remain. The proposed changes are not meant to solve the problem of bad expansions from occurring but to allow powers to recover from them.

These changes were designed so that minimal codework is needed to accomplish them.

Proposed changes:

Make fortifying profitable: Increase the amount of credits received when fortifying such that even if all tonnage was fast tracked it would still be profitable. The method to do this would be to increase the credits / ton of fortification delivered. The idea is to make it so that someone doesn’t have to acquire credits to fortify extensively but also so that fortification is not a significant source of income. This change needs to be done with the next proposal or issues such as fortification of loss makers would still be a detriment to powers.

Make systems turmoil by lowest radius income first.

The net result of these changes is that a power gains agency when faced with turmoil. The power can guarantee unwanted systems (low income systems) to be the first to be shed.

This also encourages powers to be more aggressive in powerplay, specifically with weaponized expansions. These types of expansions damage a power’s standing balance by reducing the income of the attacked control sphere. This has a similar negative effect on the attacker as the weaponized expansion system will have a portion of its maximum potential income reduced.

With turmoiled systems being dictated by lowest income, the strategy of using weaponized expansions will allow powers to target spheres to capture by reducing a control system’s income and then undermining a power to turmoil. It would be advantageous for an attacked power to do the same to hopefully force their attacker to shed systems first. These weaponized expansions have become focus points for PVP and community play to the point that at times they have become their own community goal. These changes encourage this to continue.
 
Again... I'm with LYR and we would stand to gain... I am all for this, it would make 5C much harder and as a by-product make PP more dynamic as Powers would be happier to take more risks.

Jay Cee

Disclaimer: I am in ALD and stand to gain from these proposed changes. I believe that all powers will also gain from these changes as well and that the benefit for all is more significant than what ALD stands to gain.

The consolidation update was introduced in powerplay to combat groups of individuals aiming to damage a power from within. These “bad actors” prepared unprofitable systems for expansion that brought a power’s standing balance down, crippling them.

When a power has a negative standing balance, a new problem arises that can be exploited by bad actors in a power. If all of a power’s systems are canceled, systems turmoil based solely on upkeep. Systems gained through sabotage are designed to have low income and low upkeep which then forces more profitable systems to into turmoil first. This leads to a cycle that results in only the worst systems remaining. The major symptom of this problem is the difficulty of shedding unprofitable systems.

The consolidation vote prevented future bad expansions from occurring but the residual effects of having loss making systems remain. The proposed changes are not meant to solve the problem of bad expansions from occurring but to allow powers to recover from them.

These changes were designed so that minimal codework is needed to accomplish them.

Proposed changes:

Make fortifying profitable: Increase the amount of credits received when fortifying such that even if all tonnage was fast tracked it would still be profitable. The method to do this would be to increase the credits / ton of fortification delivered. The idea is to make it so that someone doesn’t have to acquire credits to fortify extensively but also so that fortification is not a significant source of income. This change needs to be done with the next proposal or issues such as fortification of loss makers would still be a detriment to powers.

Make systems turmoil by lowest radius income first.

The net result of these changes is that a power gains agency when faced with turmoil. The power can guarantee unwanted systems (low income systems) to be the first to be shed.

This also encourages powers to be more aggressive in powerplay, specifically with weaponized expansions. These types of expansions damage a power’s standing balance by reducing the income of the attacked control sphere. This has a similar negative effect on the attacker as the weaponized expansion system will have a portion of its maximum potential income reduced.

With turmoiled systems being dictated by lowest income, the strategy of using weaponized expansions will allow powers to target spheres to capture by reducing a control system’s income and then undermining a power to turmoil. It would be advantageous for an attacked power to do the same to hopefully force their attacker to shed systems first. These weaponized expansions have become focus points for PVP and community play to the point that at times they have become their own community goal. These changes encourage this to continue.
 
Not bad.

Now, if we can get you Empire folks to go along with the idea that PP should either be open only, or make it so that merits earned in solo or private group will either only benefit the individual and is not eligible for their Power.. or perhaps make the value of PP merits worth a great deal more in Open then in solo or PG.. then we might have something.


Disclaimer: I am in ALD and stand to gain from these proposed changes. I believe that all powers will also gain from these changes as well and that the benefit for all is more significant than what ALD stands to gain.

The consolidation update was introduced in powerplay to combat groups of individuals aiming to damage a power from within. These “bad actors” prepared unprofitable systems for expansion that brought a power’s standing balance down, crippling them.

When a power has a negative standing balance, a new problem arises that can be exploited by bad actors in a power. If all of a power’s systems are canceled, systems turmoil based solely on upkeep. Systems gained through sabotage are designed to have low income and low upkeep which then forces more profitable systems to into turmoil first. This leads to a cycle that results in only the worst systems remaining. The major symptom of this problem is the difficulty of shedding unprofitable systems.

The consolidation vote prevented future bad expansions from occurring but the residual effects of having loss making systems remain. The proposed changes are not meant to solve the problem of bad expansions from occurring but to allow powers to recover from them.

These changes were designed so that minimal codework is needed to accomplish them.

Proposed changes:

Make fortifying profitable: Increase the amount of credits received when fortifying such that even if all tonnage was fast tracked it would still be profitable. The method to do this would be to increase the credits / ton of fortification delivered. The idea is to make it so that someone doesn’t have to acquire credits to fortify extensively but also so that fortification is not a significant source of income. This change needs to be done with the next proposal or issues such as fortification of loss makers would still be a detriment to powers.

Make systems turmoil by lowest radius income first.

The net result of these changes is that a power gains agency when faced with turmoil. The power can guarantee unwanted systems (low income systems) to be the first to be shed.

This also encourages powers to be more aggressive in powerplay, specifically with weaponized expansions. These types of expansions damage a power’s standing balance by reducing the income of the attacked control sphere. This has a similar negative effect on the attacker as the weaponized expansion system will have a portion of its maximum potential income reduced.

With turmoiled systems being dictated by lowest income, the strategy of using weaponized expansions will allow powers to target spheres to capture by reducing a control system’s income and then undermining a power to turmoil. It would be advantageous for an attacked power to do the same to hopefully force their attacker to shed systems first. These weaponized expansions have become focus points for PVP and community play to the point that at times they have become their own community goal. These changes encourage this to continue.
 
To be honest, I'm really not a fan of the idea that something like forts should pay money. If this were the case all that would do is encourage 5C. You would have everyone joining a power and mindlessly forting because it was the next cash cow so to speak. Further more, it would water down consolidation. The moment all of these random gain votes, it would make it even harder for organized effort to control prep/cons as their vote would technically mean less.

In regards to forts, have it break even of anything. I should not have to sink money to try and help a power, but I should be loyal enough to not demand a crazy amount of money. The most important thing I can think of is to just give us the option to fast track a desired amount instead of having to fast track increments of 50 at a time.
 
I don't think that Fronsky's proposition is to deny other good ideas like "open only for powerplay".
The goal here, as I understand it, is to find the solution easiest to code/implement into the current mechanic.



Not bad.

Now, if we can get you Empire folks to go along with the idea that PP should either be open only, or make it so that merits earned in solo or private group will either only benefit the individual and is not eligible for their Power.. or perhaps make the value of PP merits worth a great deal more in Open then in solo or PG.. then we might have something.
 
Not bad.

Now, if we can get you Empire folks to go along with the idea that PP should either be open only, or make it so that merits earned in solo or private group will either only benefit the individual and is not eligible for their Power.. or perhaps make the value of PP merits worth a great deal more in Open then in solo or PG.. then we might have something.

I agree that Power Play should be Open only, and so do a bunch of other "Empire folks". Now if you could just get FDev to agree, I mean we'd all probably lose half our active rosters, but that would hurt everyone else more than us.
 
I agree that Power Play should be Open only, and so do a bunch of other "Empire folks". Now if you could just get FDev to agree, I mean we'd all probably lose half our active rosters, but that would hurt everyone else more than us.

Oh, we would love to have FDev agree on this. At least we won't lose anyone from our active roster.
But I think the Open only needs to have its own suggestion. Once that work, a lot of things can be fixed like what you guys are suggesting which is an excellent suggestion except for having Fort being profitable.
 
The cost of fortification is unlikely to be changed as it is designed to be a brake on the fortification process & stop all systems being fortified every cycle. As such the only way to alter fortification I can see is one that introduces another brake, such as time, ie introducing missions to fortify a system in addition to hauling Power Commodities (or the mission awards are said Power Commodities etc).

As for changing the order of Turmoil, well, not sure tbh as you could have a number of systems that are important to your Power that have a low income due to shared systems etc.
 
Not bad.

Now, if we can get you Empire folks to go along with the idea that PP should either be open only, or make it so that merits earned in solo or private group will either only benefit the individual and is not eligible for their Power.. or perhaps make the value of PP merits worth a great deal more in Open then in solo or PG.. then we might have something.

Good ideas, please try to include large private groups like Mobius (18,000 strong?) with whatever modifiers, that keeps PP relevant and surely some will join in, in a Ganker free environment. The more the merrier?
 
Back
Top Bottom