Powerplay DIY Powerplay Focused Feedback: Core Game Mechanics

Well, we recently found out that Powerplay is being discussed, but we discovered that it's on very early stages and that it's not gonna be discussed in the forums for an indefinite time (I guess for sure not prior to Odyssey being launched on console).

But we can discuss ourselves about the different game mechanics in different topics, and I'd say we should start talking about what's wrong and what doesn't work in current Powerplay.

So let's talk about what I call the "core" mechanics: the process of getting new systems, turmoil, CCs etc.

We all agree that right now Powerplay doesn't work: the game is too vulnerable from exploitation (being 5C the perfect example), and the main reason about this is how turmoil works.

Anything new that will be presented should let players attack singular systems, to free them without the absurdly big and complex campaigns we've been used until now.

To do so it's crystal clear that overhead should be botched completely as a concept, making upkeep the real CC sink for the total amount available to the Power for expansions.

But attacking systems singularly would mean change how the triggers for fortification and undermining work: right now they are not competitive and you just have to reach the trigger to have an effect over the system itself, making the defence too advantaged in my opinion, promoting immobility in a game that should be more dynamic and challenging; so... Competitive triggers for fortification and undermining should become a thing too, maybe with a wide range (like: +100% to have the desired effect, both for fortification and undermining).

Finally, in this scenario the current mechanic where you can keep undermining merits until the end of the cycle (snipe, as we call it) should be no more, because in that case attacks would become extremely advantaged.

I will open other threads, these are just a couple of ideas, we know the CMs read what we write so don't waste this thing with the usual OTs and yes, I will do a dedicated thread for THAT, the elephant in the room of Powerplay. :)

Have fun.
 
How about this:

Powerplay expansion is more of a BGS / station repair hybrid- but open only. So its an Open BGS, just a cousin of the mode agnostic one.

There is no distance modifier. No votes to consolidate. No 5C either :D

To gain systems, instead of fort materials you have to smuggle into stations weapons, combat related goods etc to a shopping list (like repairing stations) and when it gets to a critical threshold it triggers an armed revolt and you take that station for your power? The more valuable the station the more arms / solider passengers you need to bus in.

You can do this with stations for rivals, but they can do the same back or top up security via passengers. The thresholds will be higher if someone else owns that system for example, or if its a high population system.

The power with the most people under the thumb is the best.

Powerplay NPCs are high powered G5 vigilantes who kill on sight.

If this sounds interesting I can write out a better proposal thats more fully fleshed out.
 
I understand what you mean but honestly I do not agree that much: as you already know I think that Powerplay and BGS should be separated to avoid any real interference between each other. There's no point (like in that old proposal) to mix up things, it would make things confusing and Powerplay would affect BGS too much.

And as for distance related triggers I would keep them too, with no possibility to half the fort trigger by BGS (but in this case I would probably tweak the proportion between fort and um triggers calibrating them to how big I would really for a Power to be). In this scenario distant triggers would be vulnerable but they wouldn't be the only ones vulnerable as it is right now.
 
I understand what you mean but honestly I do not agree that much: as you already know I think that Powerplay and BGS should be separated to avoid any real interference between each other. There's no point (like in that old proposal) to mix up things, it would make things confusing and Powerplay would affect BGS too much.

And as for distance related triggers I would keep them too, with no possibility to half the fort trigger by BGS (but in this case I would probably tweak the proportion between fort and um triggers calibrating them to how big I would really for a Power to be). In this scenario distant triggers would be vulnerable but they wouldn't be the only ones vulnerable as it is right now.
There would be no mixing of BGS' though.

When you smuggle weapons you either sell them to the BGS or sell them to the power but they don't influence each other. Maybe you find a contact on the station on foot and do the trade there.

If Powerplay is more BGS like in its expansions its also much less prone to 5C.

And the triggers are really there to grade difficulty of the task. If the Kumo want Sol, its going to be hard work. If they want BD 01012232323232 with an orbiting shack out in the middle of nowhere its easy. It also allows powers to duke it out in the shadows and be gits to each other in plain sight.
 
Things I would like:
1. Remove fast tracking completely, just give us the option to fill the hold at the relevant cost.
2. Give us a one button drop all option (Still only an option as you want to be able to drop a specific amount if the system is nearly complete).
3. Auto turmoil on Control systems - If they dont get fortified in a cycle they revolt and go into turmoil, 2 weeks and they are released from control, this provides each power with a shedding mechanism and as player bases rise and fall will ensure systems are constantly being shed and available. Also works well in the lore, if a power doesnt support a system each week why would they stay with it?
4. Make it impossible to prepare a system within 35/40lyrs of the Powers home system.
5. Reset all Powers home systems income to the same figure.
6. Get rid of combat expansions completely.
7. Vastly increase the value of PP mats. If they wont make it profitable then at least make it cost neutral.

If your going to go pie in the sky thinking then, use the Thargoid invasion of the bubble to force all powers to evacuate from the bubble to a new area of space, remove BGS from PP, insert new Home systems (at much greater distances from each other than currently) and implement the updated and greatly improved PP mechanics here.
 
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