I'm in favour of this. We need more tools to organize.
Hello Commanders!
[...]
The choices we're currently looking at regarding sabotage are:
1) Creating a voting system to allow Commanders, by the act of majority will, to withdraw from poor control systems, ensuring mechanisms are in place to prevent profitable systems from being voted out.
2) Utilising an UP / DOWN vote feature, which would exist primarily to be a channel of communication within the game for pledged Commanders) to also provide veto functionality at the preparation stage, allowing, by the act of majority will, poor control system candidates from being purchased as expansion targets.
3) Introducing a combo mechanism for fortification allotments, limiting the purchase of rushed allotments based on successful deliveries - the more you deliver the more you can pay to rush - whilst adding temporary fortification disbarring for losing fortification commodities.
It should be noted that none of these features would be able to completely prevent sabotage. However, taken in unison the effect could potentially be significant.
Hello Commanders!
There's been quite a lot of interesting discussion about "collusion piracy", and I'd just like to throw some more thoughts into the pot.
For clarity, collusion piracy is when Commanders intentionally let fortification commodities be taken by opposing powers in order to undermine their own power: sabotage, often called "fifth column" activities.
Collusion piracy is only available between powers that share the same superpower, because only in such cases is piracy an option to undermine.
There are two sides, as far as I see, to collusion piracy:
1) It's a great way to undermine
2) It's a great way to shed poor performing control systems (sometimes gained as the result of sabotage)
Paradox? Just maybe.
Anyway, here's my perspective at the moment.
I really don't like collusion piracy (or fifth column activities as they stand). However, I understand how it is currently a very useful tool.
So should we introduce effects to degrade collusion piracy, we will try to make sure that at the same time we introduce changes to help Commanders counter the other methods of sabotage.
The choices we're currently looking at regarding sabotage are:
1) Creating a voting system to allow Commanders, by the act of majority will, to withdraw from poor control systems, ensuring mechanisms are in place to prevent profitable systems from being voted out.
2) Utilising an UP / DOWN vote feature, which would exist primarily to be a channel of communication within the game for pledged Commanders) to also provide veto functionality at the preparation stage, allowing, by the act of majority will, poor control system candidates from being purchased as expansion targets.
3) Introducing a combo mechanism for fortification allotments, limiting the purchase of rushed allotments based on successful deliveries - the more you deliver the more you can pay to rush - whilst adding temporary fortification disbarring for losing fortification commodities.
It should be noted that none of these features would be able to completely prevent sabotage. However, taken in unison the effect could potentially be significant.
If you get the time, I'd love to hear your thoughts on these concepts.
And since I'm in the mood for pulling hand grenades, here's another thing to chew on: I'm currently rather taken by the concept of a success multiplier for Commanders in Open Play. this modifier would not improve personal gains from power play activities, but it would magnify the effectiveness of a power's actions (expand, oppose, fortify, undermine). And the effect would probably be significant.
My thinking for this? At the moment, any way I slice it, I can't come to any conclusion other than Commanders in Open Play have a tougher time than those in Private Groups or Solo. So the playing field is basically uneven as it stands and in this case, maybe change could make things better.
Now, one final Caveat. *As it stands currently*, we have time allotted in season two to work on Powerplay. These suggestions are just a part of that work - there is other stuff as well. However, I can't commit to the Unbreakable Vow, because it's very possible that in the fluid world of development, things might change!
I just wanted to set these ideas free and see how well they settle, so, comments welcome!
Ha. Don't forget that it makes it a nightmare for Antal to self turmoil now. There is that to think about.
I have always disliked that mechanic, it borders on an exploit IMO, and I would prefer every power to be undermined by combat.
Ha. Don't forget that it makes it a nightmare for Antal to self turmoil now. There is that to think about.
I have always disliked that mechanic, it borders on an exploit IMO, and I would prefer every power to be undermined by combat.
Like everything in PP, collusion was unintended and exploitable. It's a shame it has been removed
I wouldn't be happy with Ben's proposal unless it applied to Archon Delaine. Can't have a couple of independents having one rule and the other not having the option, eh?
Piracy collusion, 5c, loss of players? Seems like powerplay needs a rework. I will return when it has, but I'm not holding my breath.
It hasn't been removed. It is available to super powers with multiple power characters, which means Empire and Federation.
"Regular undermining off a friendly power" is an odd one for me (being Kumo). It's like trying to fix a result.
Taken with the cash benefits, I think piracy should be done away with.
Increase the probability of actual piracy and collusion piracy gets left alone to remain focused on deficit management.
Remind me again why only a limited selection of powers should get to use this mechanic?
Remind me again why only a limited selection of powers should get to use this mechanic?