Thinking about this quote
Individual incentives: make some personally profitable ways to undermine, like reinforcing has - some or all of scans, bounty hunting, profitable trade, rares, or exploration should be enabled for undermining as a start.
Strategic incentives: successfully undermined systems (including those lost through lack of supporting systems) should switch to the undermining power (if they have supporting systems in range, of course) without needing to be acquired separately.
Global effects: rebalance and document the passive effects of control so that there are disputes about which one is best but they're all worth having, rather than LYR giving amazing discounts and no-one remembering or caring much what the other 11 do.
Underdog recruitment bonus: allow people to keep some of their rank if they defect to a Power lower in the standings than their own (further lower, more rank kept?) as a way to encourage balancing out of Power benefits take effect quicker.
Global rewards: give bonus payouts, rank benefits and other rewards to the powers that do the most successful undermining (or undermining+acquisition?) each week.
Speed things up: Reduce all the thresholds by 10x - it'll make no difference to anywhere seriously contested where "more than the opponent" is the goal, but get things being much more dynamic elsewhere and allow smaller groups to achieve more. At the moment barely 1% of systems change status each week.
Obviously that initial change hasn't had any noticeable effect at all, so some suggestions for things which might be more effective. I'm focusing on Undermining, as with the massive neutral territories opened up by Trailblazers, Acquisition barely counts as an offensive action and meaningfully contested Acquisitions are extremely rare.This is the first in a number of planned changes which are intended encourage and reward offensive actions within Powerplay. We will continue to monitor feedback and impact and adjust accordingly.
Individual incentives: make some personally profitable ways to undermine, like reinforcing has - some or all of scans, bounty hunting, profitable trade, rares, or exploration should be enabled for undermining as a start.
Strategic incentives: successfully undermined systems (including those lost through lack of supporting systems) should switch to the undermining power (if they have supporting systems in range, of course) without needing to be acquired separately.
Global effects: rebalance and document the passive effects of control so that there are disputes about which one is best but they're all worth having, rather than LYR giving amazing discounts and no-one remembering or caring much what the other 11 do.
Underdog recruitment bonus: allow people to keep some of their rank if they defect to a Power lower in the standings than their own (further lower, more rank kept?) as a way to encourage balancing out of Power benefits take effect quicker.
Global rewards: give bonus payouts, rank benefits and other rewards to the powers that do the most successful undermining (or undermining+acquisition?) each week.
Speed things up: Reduce all the thresholds by 10x - it'll make no difference to anywhere seriously contested where "more than the opponent" is the goal, but get things being much more dynamic elsewhere and allow smaller groups to achieve more. At the moment barely 1% of systems change status each week.