But surely thats the point- large powers are there because they are never challenged when they should be on the alert. Instead they hide behind maths and stacked odds.If you are going to uncap undermining, I do think you definitely need a substantial reworking of the benefits of power play. It's my firm opinion that the current state of powers exist largely for lack of opposition, rather than for any real reason to exist. If the current model continues, only with offense and defense flipped, then all that will happen is the opposite of what we've seen until now; namely, Powers will shrink and Shrink indefinitely.
Its a nice idea, but you have to then rely on more blind voting when in reality this should be happening anyway in SC. You also can't make opposition NPCs stronger in CZs since not all powers expand in the same way.I rather like the idea of being able to spend CC on other things, like stronger NPCs. It would give it a very Galactic Conquest vibe. Anyone ever play that, back in Star Wars Battlefront II?
UM is possibly a way to apply this- but then you have to make a compromise somewhere else (so that powers don't just use this over and over).
And this is the problem- Powerplay is about like minded commanders individually supporting a cause directly. In the end its players directly doing the work and not indirectly.Honestly, a lot could be drawn from that game mode when it comes to power play. For example, you had to buy fleets in order to attack your opponent.
I'm not sure about that one. Its kind of penalising attackers twice, once via CC and again via having to do the attack. If anything it should be the reverse, where you spend CC to make UM totals higher but sacrifice your 'pool' of CC.In fact... That makes for an interesting idea. What if an attacking power could spend some of their CC in order to uncap the undermining efforts?