I wonder if it would be better if PP CG-s were exclusive to pledges of the particular powers in conflict? Of course, that would also have balance problems—imagine Aisling vs. Torval CG
At that point - and admittedly we're not far off that already - we have the question of why use a CG at all when there's a technically
better progress bar mechanism in Powerplay itself.
alliance coordination server is de facto mahon server and they are orders of magnitude more organized then kane new base. and grom was dealing with those bombs in fong wang area during the CG.
Yes, but none of that is really relevant to the CG results. The Kaine/Mahon CGs had combined participation of around 19,000 players, whereas Kaine has about 500-1000 active players in a normal week and that includes (obviously) the ones below top 25% who are contributing minimally to any Powerplay outcomes. 90% of the participants were
neither Mahon nor Kaine supporters, the relative sizes of the specific Power player bases are irrelevant to the CG outcomes.
Just as the CG outcomes are completely irrelevant to Powerplay, of course, except by accident.
Last week's CG saw about 22 million CP of reinforcement for Duval - 15 million in the six CG systems, 7 million outside of them.
In a normal week ... Duval gets about 7 million CP of reinforcement.
That extra 15 million represents players who don't normally participate much in Powerplay, almost certainly aren't under any organised Duval command ... and also
collectively outnumber organised Duval Powerplay by at least 2-3x on activity and probably considerably more than that on raw numbers. That's obviously a hard hit for the egos of the Offiical Unofficial Official Power Command Communities but it's also a big opportunity for a more dynamic Powerplay
if Frontier can fix their long list of mistakes around Undermining and get that wider groups of players actually contributing to the slider movements. If...
i would correlate it more to basic human psychology where group loyalty with unknown entities is very important for an individual to promote cohesion and the easiest way to do that is preservation of territory. ie, everyone is more eager to err on the side of "protect our space" then "lets get theirs".
Yes. As we saw in the Thargoid War, the vast majority of players viewed a 1-for-1 swap of territory with the Thargoids as a bad deal. Most groups didn't even consider going on the attack until the defensive side was completely locked down and won. Powerplay 1 opened with a de facto 10-way truce, not much attacking, and therefore ALD and Hudson rapidly running into the fatal end of the overheads curve at top speed. Major conflicts between BGS groups of comparable sizes are rare enough to be newsworthy events.
Any competitive environment in Elite Dangerous needs to some extent to try to overcome that tendency to turtle, to never start fights you're unsure of winning, sign 12-way peace treaties, and so on. Absolutely. Frontier should very definitely know this, but...
...but Powerplay 2 goes a lot further than that to disincentivise Undermining. Some of these incentives don't matter to the Organised Power Communities. But those do matter a lot to the much greater group of casual Powerplayers who could really be shaking things up (though not in any particular direction) if Frontier actually designed the game that way.
- You only get to use most of your Power bonuses when in your own Power's space, so you're incentivised to stay within it and/or pick a power which already covers your existing home system.
- Reinforcement actions are profitable other than in merits, mostly legal, and often use existing gameplay: that is, they're something that someone pledged and playing the game might do anyway and therefore reinforce systems just by hanging around. Undermining actions are generally only paid in merits, often actively costly in non-Powerplay currencies, often illegal and even without notoriety (and some of them still give notoriety too...) therefore interact badly with the Punishment system.
- Even where Undermining actions are identical in form to the equivalent Reinforcement action, System Strength Penalty makes them less effective on a 1-for-1 basis. Where they're not identical in form, the Undermining equivalent often also has a worse CP/hour rate, and in some cases there isn't an Undermining equivalent at all.
- As DemiserofD notes above, you don't actually benefit in any way from another Power having fewer systems than it previously did. There were before and now are indefinitely more with Colonisation more than enough uncontested and largely uncontestable empty systems which Powers can cheaply expand into forever without the need for a fight. The only reason to attack is pure bloodlust and ED players don't tend to have that.
- A lot of powers also barely benefit from having more systems than they currently do. There's no actual reward for being #1 on the leaderboard, most personal Power bonuses don't get more effective just because your Power is larger. So using those bonuses (and therefore reinforcing the systems you use them in) looks more attractive than even uncontested Acquisitions.
This is a long list of problems, and really not ones that should have come as a surprise.
I think Frontier ultimately have three
effective choices.
- Take bold and wide-reaching action to rebalance Undermining and Reinforcement not just on merits/hour but also on the deliberate vs accidental axis. Add ship scans, bounty hunting, exploration/exobio, rares and profitable trade to the list of Undermining actions, then multiply the control point awards for all the existing Undermining actions by at least 5x (it might need more). Make Undermining directly and massively beneficial to the power doing the Undermining, not just to the individuals involved (e.g. by making successfully undermined systems defect to their attacker without needing to be acquired). Stop messing around with +15% this and -10% that when facing a near-2000% ratio in favour of reinforcement.
- Give up. Accept that what Frontier can be comfortable developing and what a lot of players secretly want is a 12-way cooperative mechanism. Remove player Undermining and inter-power hostility states entirely, expand Decay so that it can change system states, recast the whole thing as a battle between the followers of humanity's greatest leaders (we're doomed, aren't we...) and some external threat.
- Give up and save the rethink for Powerplay 3 in 2035. Revert the recent changes including Decay, let Powerplay 2 be a mostly-non-competitive contest to see who can sprawl into the new colonies faster. Focus on some other features which are more suited to the things they can do well.