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.
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.