Good point but there should be no negotiation, one player group has no right to speak for a power, sure they can have a chat about a system but don't get upset when others have a different idea.
In my short time in Power Play me and my group have quickly realised why the leaders of large groups arn't happy with some of us playing in PGs, basically they cant control us.
O7
What group is that? The reason coherent command structures emerge in powerplay is that, treated as a consciously territorial game feature with many moving and interdependent parts (apparently designed that way by FDev in fact), a power can only be advanced by following a single coherent plan that takes all possibilities into account, and yes, controls the distribution of resource among different objectives that serve that plan. The centralised groups are also best placed to do it, becoming like small University departments, concentrating knowledge, experience and expertise. If you're not working with that plan, then the fact is you're effectively working against it, and the power's economy. You're wasting the time of the people that are working to that plan. Like ganking I guess, except that, if we're talking more than a random CMDR or two, it can be months or even
years of effort by whole large teams that can be flushed down the drain, not just a hold of platinum up in smoke. This is in part due to bad design of the feature (the ability to fatally deepen or enhance the likelihood of turmoils by
fortification or
expansion, ostensive positive acts). And of course you're wasting your own time, because the design of the feature compels the formation of large centralised groups. And while you might be able to spoil some of their plans, they'll always have more manpower to spoil yours. Seriously, you should consult the leadership of your pledged power to let them explain the folly of this attitude. You are a walking advert for open-only powerplay.
I do think there's a conflict between the mechanics of powerplay and the "roleplay" of each power. But that's the fault of frustrating design by FDev, where what's good for a power's economy tends to work against its ethos more often than it should, and in ways that don't particularly make sense.