Collusion piracy has pros and cons - however even if it was only used by powers to shed their bad systems and nothing else, it is an inherently unfair mechanic. Why? Because it's not available to all powers. Mahon doesn't share his major allegiance with any other power, and as such is incapable of using it or having it used against him.
My view of collusion piracy is that it should be removed. Not just because it's unfair, but also because it's a money making scheme.
Two friendly commanders can use it to generate 60 million credits out of thin air on week one and 78 million credits out of thin air on subsequent weeks.
The ability to pirate the powers with whom you share a major allegiance should still be in place, but I don't think player piracy should be a 5:1 reward. The 5:1 reward is what makes it a money making scheme, and the 5:1 reward is what makes it so easy to sabotage/shed these systems. Giving restricted access to a highly advantageous mechanic is simply not fair.
If player piracy should work, then it should at most be a 1:1 reward scheme. 5:1 is fine for NPC piracy, however, I also think that one should be boosted. When undermining merits received a boost from 15 to 30 merits per kill, the piracy mechanic did
not receive a boost. As such, NPC piracy should be similarly boosted to a 10:1 reward.
I don't like this idea for several reasons.
First of all, in all likelihood the people who are doing the hauling are going to be outnumbered quite severely in a majority of powers, and the people doing the hauling are the ones who have the best feeling for which systems aren't worth keeping. For example, the combat pilots might look at a system that is 180 LY away and has the nearest station at 110,000 light seconds and think "oh, that's a great system" and go fight to expand it, and every single pilot that does fortification is going to be cursing at the combat pilots for doing it.
Secondly, we're not the power. What we want and what Edmund Mahon or Arissa Lavigny-Duval wants is not the same thing. And it neglects the most important thing - it might not be what the system in question wants. If the Ku Klux Klan wants to endorse Donald Trump for president, Donald Trump doesn't get to say no. He can condemn and disavow them all he wants, but it's their endorsement to give, no matter how much it might hurt his chances to get elected.
Unless PowerPlay is about war (and I've not seen anything in GalNet suggesting that Edmund Mahon has declared war against the Federation, Empire, Pranav Antal, Archon Delaine and Li Yong-Rui) the idea that a power can simply choose to withdraw a group of systems' support for them is nonsense. If it
is about war, then yes - the powers can plan strategic easily, but until those wars have been declared, this makes absolutely no sense to me.
There are additional issues with this as well. The weaponized expansions would quickly become a problem. The
organized groups in PowerPlay fully understand why it's a bad idea to remove themselves from these areas (whether they're the target or the aggressor), but when you have huge player bases where the majority don't care beyond getting merits, there's suddenly every chance that the systems being shed are the wrong ones.
Before you start pushing this untested change to mechanics onto an already extremely fragile PowerPlay community, might I suggest you try it elsewhere first? PowerPlay doesn't generate money for the majority of the people who would be affected by this (the people hauling goods).
Additionally, this will penalize the powers that do transport expand much more significantly than those who do combat expansions. In other words, forcing players into open (which this will do to a large extent), will penalize half of the powers in PowerPlay (Aisling Duval, Edmund Mahon, Felicia Winters, Li Yong-rui and Zemina Torval) while the combat powers get to do all of their expansions the usual way. Keep in mind that combat expansion pilots are only risking the rebuy of a PvE combat ship, whereas the transport expansion pilots are risking the rebuy of their trade ships AND the merits that they can have spent a minor fortune purchasing.
In a similar way this also penalizes the powers that have inbound fortifications over those with outbound fortifications, as the ones with inbound fortifications have a huge bottle neck that can be camped in order to massively disrupt fortification efforts (the HQ). While you can camp the HQ of the outbound powers, this is not nearly as effective, as the returning fortifiers aren't at risk of losing the merits they fast tracked.
I can't speak for anyone else, but my Cutter has a rebuy cost of 8.5 million credits and once you throw in another 8 million credits worth of merits that are at risk on every fortification run that goes back to Gateway, I do feel that this is quite unfair. A Winters pilot in an identical Cutter will lose only 8.5 million credits by being killed upon returning to Rhea, and will have earned 792 merits in the process. I've lost 15.5 million credits and earned 0 merits.
Outbound fortification: Hudson, Winters, ALD, Aisling, Patreus, Li Yong-Rui.
Inbound fortification: Torval, Antal, Archon Delaine, Mahon
In other words, this change will penalize the 40% of the powers that have inbound fortification more than the 60% that have outbound fortification. Outbound fortifications already has a massive advantage (they can't really waste fortification merits), and this will simply tilt the scale even more in their favour.
Before you push this idea onto PowerPlay, I suggest you try it in a couple of different money making schemes.
Change bounty hunting and combat bonds, such that bonds and bounties gathered in private and solo are worth fewer credits than those earned in open. I'm sure that'll go down swimmingly.
Change the CGs such that the participants in open get bonuses over the ones doing it in private and solo and see what the fallout will be.
Additionally - here are a couple of questions that need to be answered as well.
How do you determine what the success multiplier will be? If I do 99% of my route in open and then jump into private/solo just before dropping off stuff, what does that count as? What if I do 99% of it in private and then jump into open?
At least with bounties and combat bonds that is extremely easy to answer, because the kill will happen in one of the two modes, whereas transportation can happen across a number of different modes for a variety of reasons.
And let's be honest here - trading, mining and CG participation in open is a LOT more dangerous than doing PowerPlay in open. If there is going to be a schism between rewards for open and private, they need to be done across all parts of the game. And it really needs to be tested on something that is a lot less fragile than PowerPlay. PowerPlay already has a large number of bugs, ranging from comical to game breaking and an inability to follow its own rules - let's not subject it to something that's going to result in an even larger amount of bug reports. Not to mention the confusion that will ensue - people are already confused about how payouts work, now throw in how they weren't getting the right number of merits for their actions either because they didn't know any better or because the game made a mistake, and PowerPlay just becomes even more problematic than it already is.
I do appreciate that you're trying to make PowerPlay more interesting and engrossing, but for the love of Braven, please make sure that the changes aren't going to result in an even more unbalanced playing field.
Now then - onto something slightly different.
You said that you will have time to work on PowerPlay this season. Great. I will advocate that some of the resources you allocate to this,
goes to this. Having a dedicated community manager for PowerPlay, who we can interact with far more reliably than Zac, Brett and Ed (they're good people, but they're also interacting with
everyone), and preferably someone who understands the ins and outs of PowerPlay mechanics would be a great help in shaping what happens with and to PowerPlay in the future. Personally I'd love to have that job (I think - depends on the pay), but what's far more important is that something like that is put in place.
Additionally I strongly believe that what PowerPlay needs more than immediate changes to its mechanics, is an overhaul to fix the bugs that it has (for example, currently it is impossible to trust that the game is telling the truth, as was seen a few cycles ago when almost all powers failed to get preparation systems turned into expansion targets, because they couldn't afford them). As long as PowerPlay is in this kind of, frankly, shoddy and untrustworthy state, it should not be subjected to any kind of changes to its mechanics.
Kind regards
CMDR Vectron
Alliance Office of Statistics, Gateway
Pledged to Edmund Mahon