OK, here it is broken down:
Current:
Powers can fortify in safety, and guarantee fortification almost 100%. This makes forting a time x capacity grind, with no outside forces being able to influence it. Bubble is stable due to consolidation.
Agreed.
With Sandros proposal, minus Open only: Powers can fortify in safety, and guarantee fortification almost 100%. This makes forting a time x capacity grind, with no outside forces being able to influence it. With no cap on fortification, it becomes an unending battle of grinding the highest. Bubble is stable due to consolidation.
Unless I
completely understood Sandro's proposal, this isn't the case. There is no "guaranteed fortification." Once the trigger has been met, a system can still be undermined by exceeding the amount of fortification by 100%. In systems actively being undermined, it will be a grinding
contest, where the winner is decided by the number of fortifiers, relative to the number of underminers. This will be true
regardless of the mode they play in. While it is true one can maximize productivity in Solo/Private group when fortifying, the same will be true for underminers in Solo/PG. Meanwhile, the significant majority of players in Open will continue to be just as effective as they always were, just with additional layers of gameplay they enjoy.
Conversely,
undermining control systems that
haven't met the fortification trigger has become easier, because the undermining trigger is now 100% greater than the total amount of fortification, rather than current system where a trigger needs to be met.
Small scale undermining can be successful if a system isn't being fortified
at all, because the fortifiers are busy bringing in more supplies to systems under large scale attack.
Under the old system, a Power expanded to a size determined by the number of fortifiers they had, because fortification was
guaranteed at 100%. Under Sandro's proposal, a Power can only expand to a size determined by the number of fortifiers
relative to the number of underminers attacking it. There is no such thing as 100% guaranteed fortification, because a system can always be undermined
more.
A Power heavy in combat oriented players would find themselves unable to hold the same size territory that they were under the old system, due to the higher fortification requirements of their most profitable systems, which will
naturally be attacked by other Powers. Conversely, a Power heavy in hauling oriented players might find themselves unable to be as aggressive as they used to be, because the fortification period
never ends. There is no switching roles once all the profitable systems have been fortified, because their most profitable systems are still vulnerable. If they want to free up transportation capacity for other activities, such as preparation, they'll need to shed their least profitable systems to do so.
With Sandros proposal, with Open only: Powers cannot move in safety any longer as other players can freely intercept others. Haulers have to be smaller as they cannot min/max, roles such as system overwatch come into play. With Sandros uncapped fortification systems can become desperate battlegrounds where haulers have to get through to keep ahead, putting pressure on defenders. This makes fortifying uncertain, leading to more turmoils, smaller powers and more instability.
This is the same as above, only the reduced number of players (primarily the less combat oriented players, aka the fortifiers) means even
fewer systems will be able to reach the fortification trigger, and thus be protected against
small scale undermining.