The whole point of Powerplay was to be the power highest on the power leaderboard. The top 3 get extra perks, the bottom 3 in danger of elimination due to collapse.
No power was supposed to be permanent; any could die if it was attacked enough. As powers die others would come in, or powers that were eliminated come back in a different form.
To be clear, 'collapse' did not ever mean death of the character. It was implied that that could be a possibility, but further discussions also implied that a collapsed Power should still exist with an HQ system and operate as some sort of 'resistance'.
There was a point where it looked like the concept of Power Play involved widespread BGS Factions (not
just player group factions) being elevated to a Power, after it spread out to govern over a roughly 15Ly radius. We have enough of these now, that you could easily have a roster of 20-40 well-supported Factions all exist on the cusp of being a Power, but any new Power who failed to gain support or was systematically crushed would fail to expand beyond their HQ, and after a number of weeks would be replaced by another well-supported Faction. I don't know if that concept was ever mentioned by FDev, but I know of few of us PP organisers dreamed about it.
It would be organic, community driven, and be far more dynamic than it is now.
I believe the 'stagnation' of Power Play as we see it now was written in the stars at Cycle 7. Bail Out 1.0 removed the Overhead 'brick wall' that prevented any Power from expanding beyond 700 or 800 exploited systems. Now, when we hit that brick wall,
every control system entered turmoil with no means of recovery. If that happened with our
current expansion and turmoil rules? If you're going to hit the brick wall, and still have active expansions, only those that keep the Power above 0cc would succeed, the others would fail, no matter what. We would have quickly learned that the only way to expand would be to scrap the bad systems to claim more good ones, or just stagnate and enjoy our Power's influence at its 'max'.
The galaxy map would still be mostly empty and there would have been room for 10 new Powers to emerge, expand, collapse, and be replaced.
I don't think Consolidation has made Power Play stagnate. I believe that without a mechanical limiter to expansion, unending expansion became possible. FDev had no clue how quickly we would expand, and they were completely unprepared for it.
But at this point, we have 10 communities who have spent over 2 years ensuring our Powers are as expanded and entrenched as they are now. FDev doesn't want to just wipe that without having something really good ready to replace it. And I don't see FDev having the time to make something really good happen any time soon.
So, yeah, just like Conflict Zones are horrible 3 year old placeholders for a great potential idea, Power Play is now a 2 year old place holder for a great potential idea.
If FDev looks at Power Play as an evolution of expansive Factional influence on a galactic stage, it becomes something far different from what it is now. And this future version could focus far more on pitting CMDR vs CMDR for galactic standing, while the political influence shifts and manipulations would remain on the Factional level, not really interacting with the Power itself.
And if the Power becomes tied to or sprouts from a well-supported Faction? Well, then it should be that much work to allow those Powers to use their origin Faction to push mission style opportunities to pledged pilots, rather than CG-like grindfests that
feel like a stopgap for players with too much time and credits on their hands.
There are at least two dozen Factions that have spread their governance to at least the majority of a single 'control sphere', and 11 of these could be tied to the existing Powers. That alone should be an interesting start.
And once again I've taken a totally unrelated thread and done yet another 'how to fix power play' rant into it.
Essentially, without Bail Out 1.0, Power Play would have had a type of stagnation around Cycle 7-10, but as we learned how to organise and re-structure, it could have become a very interesting strategic game of fighting over the 'best' spheres, rather than just gobbling up everything we could. And we'd
still be fighting over the same spheres 2 years in, rather than waiting every 6 months for an FDev hotfix that would fix a bug introduced when they put out the last hotfix. And FDev's PP team (3 people?) could actually focus on improvements and expansions of the mechanics and Power capability, rather than treading water and mostly attempting to appease the existing niche community.