Video by CMDR Mechan about the PP2 Q&A (skip to 1:02):
[*]Not much gameplay details other than it's going to be connected to a wider range of activities.
There's a bit more detail about (combining all the things Frontier have said, not just the recent Q&A) than that they appear to have missed.
You still cannot kick out individual powers
Well ... or at least Frontier aren't setting a quantified guaranteed method to do so before they've even had chance to see how their theory of balance interacts with thousands of sneaky players. They may have learned from PP1 there where their initial proposal for how collapse worked would in many ways have been
easier to get a well-supported large power to fall into, even before 5C became such an obvious tactic.
Additional power in PP is fine but doesn't mean much
This
very much depends on the unanswered question of whether conflict within a superpower is possible / encouraged. If it's all peace and light within a superpower then yes, all this is doing is giving the Alliance an extra HQ they don't really need (and scrapping
all of the superpower-aligned powers except the President, Emperor and Prime Minister would have been simpler). If in-superpower conflict is encouraged - and it would make far more sense if it was, but I'm not going to get my hopes up too much yet - then Kaine has potential to shake things up a lot if they get any supporters.
Reskinning PP2 and calling it Ascendancy is counterproductive and disappointing.
"Ascendancy" is the name of the update - they're still calling the system Powerplay 2, as in the title of this thread. As above, I think they
should have called it Ascendancy to emphasise the differences from Powerplay 1, though that's not going to matter in a month or so - but it does seem like Mechan has missed some of them. For example:
It's a grind to get to specific modules, which means people switch loyalties all the time to get different modules (or at least many do.)
Stated as fixed in PP2: you get every module from every power and only the order varies, as well as other incentives to stick to one power long-term
but an algorithm synthetically pushes your progress back no matter what you do.
Strongly implied - the removal of CC, the individualisation of systems, the potential for "passing traffic attacks" as in the BGS - that there won't be "overheads" or similar in that sense in PP2 either, but instead there'll be the more interesting ability to target an attack to a system you want another power to lose (rather than turmoiling them and then hoping they drop it) to make it less arbitrary on both sides.
they could add PVP-only objectives
One of the work-in-progress screenshots shown on the earlier preview had "kill enemy CMDRs" as a way of undermining a system. Balancing that to be worth the effort for honest kills yet not a powerful exploit for "repeatedly shoot your own alt" might mean it doesn't make it as far as release, of course.