Powerplay is about gang warfare in the shadows of the bubble. You pledge and assume you'll see retribution from either other players or NPCs. But it never happens in solo, meaning something is not working when you should at least see some pushback.
Why do you think this is an assumption people make?
For one, it's clearly
not gang warfare. Archon Delaine is an outlier when it comes to powerplay; the vast majority are credible and legal political institutions. It's politics, and politics is far more leaflet campaigns and propaganda than murdering your enemies in open warfare on the streets.
Regardless, this is just lore-based justification. The important thing is for the game to be
fun, and that's also where it's currently lacking.
Until you do it, you'll never know.
I'm sorry, but this is not a good model for game design. You don't just throw in massive gameplay changes and hope they turn out well, you carefully model them to attempt to achieve a specific goal. You don't have that, instead, you have:
And as I said, you'll see a chaotic mix where powers gang up on others. We also can't assume its going to be everyone at once either- it might become a complex system where scouting becomes important and people report gaps or quiet spots. Powers build profiles on each other, adding a real time element would build on this more.
This is just bluesky daydreaming, not realistic prediction. You're
hoping these things will happen, but what evidence do you have that they'll actually come true? Precious little, from where I sit.
If you can't do something like fortify, or that uncapped UM saps your time defending one place over another then it would affect stability as you can apply pressure on profitable systems and keep your rival pinned leaving them vulnerable.
It doesn't matter. It ultimately just comes down to player time investment vs player time investment, and that means that if one side was winning BEFORE oopp, they would still win AFTER oopp, just biased so that pvp players have a massive advantage.
But as long as both sides have good pvp players, the results wouldn't change at all.
Yes, there would be times where power activity is unequal, but these times
already exist, so again, this wouldn't change anything.
And like I've repeatedly said, FD have not shown a willingness to radically change Powerplay. The changes they offer are mathematical with not a lot else. If they change their mind then great, but so far they are only going to invest the minimum amount of time required, which means nothing radical.
They also didn't show a willingness to change Mining or Combat or Exploration, but with enough player conversation, it eventually hit their radar. That's not a good argument for choosing a sub-par solution that
wouldn't work.
And I have, along with loads of other people. Just check out my posting history and you'll see I've approached Powerplay from every angle possible.
And yet you keep circling back to a 'solution' that is nothing of the sort.
Unless you try it, you'll never know. Thats the point of testing- to find out if it works. I can ask the same question of you- why do I want a shallow BGS clone? If I want to do lots of missions I'll push a faction.
I want it(the bgs mission system) because it
works. The current model clearly does
not work. So we have two choices; invent an entirely new model wholesale, or copy over something we already know is functional. Obviously I'd prefer an entirely new and interesting model, but I recognize that may not be realistic, so why not utilize what we've already got?
Considering that estimates of dedicated Powerplay players were about 1000 people then its pretty significant.
Honestly, that makes it even
less significant in my mind. It means the poll is drawing in votes from people who want something else(probably pvp) but have no actual interest in powerplay itself.
That's just an even MORE biased poll.
And while you disagree I've outlined how it would play out.
Again, I don't think that's at all how things would work. Things would become MORE stable, not less, the results of conflicts wouldn't change, and players would be ejected from the system. There are no upsides for anyone but the combat players, and even among them, only the top 10% would really see anything approaching a net good.
If you can't see the flaws of solo with its anemic NPC response contributing to an easy path to propping up a power then there is nothing I can do to convince you.
All I need is proof. Not just of how you'd
like for things to go(you basically want npcs to simulate players), but for how this system would
actually work.
How, exactly, do you program npcs to act exactly like players? How do you make this feel fair to players who then have a 0% chance of winning against them? How do you sustain a system that requires hauling to function but then biases every aspect of itself against hauling, all while being boring as sin?
These are all basic questions that need to be answered before making huge, wholesale changes to the system, and I don't think you've answered any of them. Your
only solution seems to be making things open only, and that doesn't fix anything; it only makes more and larger problems than ever before.