Incrementally Improving PowerPlay - Make it treason to prep loss-making systems

This is part of a series of proposals to improve PowerPlay in various ways. The goal is to make PowerPlay a more interesting, dynamic, and rewarding experience, without needing to scrap the whole thing and rebuild from the ground up - evolution rather than revolution. Each proposal is intended to be relatively straightforward to implement (though of course we have no special insight into the specifics of the Elite codebase), and most of them (except where mentioned) stand alone and do not need a lot of other changes to make them work.

Please limit discussions to the specific topic at hand - pros, cons, tweaks, etc. If you have alternative proposals, by all means make a separate topic! The parent thread for this series is here: https://forums.frontier.co.uk/threa...out-incrementally-improving-powerplay.551571/ Although the authors are Winters/FLC commanders, these proposals have been made and discussed by pilots from many Powers.


Make it treason to prep loss-making systems

Delivering preparations to a system where (income-upkeep-overhead) is negative does not reward merits, it removes them. This makes 5th-Column preparation very difficult, but still allows weaponised expansions with considerable coordinated effort.

Discussion:

5th-Column preparation of loss-making systems is a blight on all Powers in PowerPlay, and it is fueled by a few Commanders using unfair in-game multipliers to attack powers from within. This proposal makes it far more costly for them to prepare loss-making systems every cycle, by forcing them to earn back the merits in other ways, slowing them down considerably. This proposal will also deter the many "merit farmers" who do not care if a prep target is good for the Power or not - they simply want to earn 5000 merits a cycle to collect their salary, and will do so by preparing the nearest open system, even if it it s terrible one.

This change does not actually make it impossible to prepare loss-making systems, such as weaponised systems, which are a valid and important part of PowerPlay. If a large and determined force (i.e. the main body of Commanders flying for the Power) wishes to prepare a weaponised loss-making system, they can still do so, since the merit damage of the preparation is spread out amongst many of them, and typically they will earn the merits back very quickly by doing other PowerPlay activities. In practice this should have a relatively minor effect on true PowerPlay activities.

This is not a perfect solution to the 5C and merit-farmer problem, but it is still relatively simple to implement and should help considerably.

Open question: Rather than count simple (income-upkeep-overhead), it could also include “income” from systems contested with enemy powers, i.e. removing income from another Power counts as a good thing (which is after all the point of a weapon). If this higher number is positive, treason does not apply. For example, if the system would cost -20 CC for the Power, but would also cost an enemy Power -35 CC, then the net "weapon cost" is calculated as +15 CC and preparing the system does NOT incur the treason penalty. This allows weaponised attacks, but still penalizes the current 5C favourite choice of systems that are heavily self-contested and do not attack another Power.

Open question: One possible variant is to say it is not treason - it is simply impossible - the prep cargo simply cannot be delivered (in the same way that you simply cannot prepare a system which would cost more CC than the power currently has, e.g. trying to prepare Colonia or Maia). However, this would remove the valid and interesting gameplay options of weaponised systems that Powers use to attack each other, and would make the game considerably less interesting.

Open question: Another variant of it is that if (income-upkeep-overhead) is within a range such as -20 CC to +20 CC, then rather than declaring treason, no merits are awarded or removed for delivery of preps. This makes "mild weapon" attacks more viable, but again avoids attracting merit-farmers (since they get no benefit from preparing these systems), and mitigates the damage that 5th Column can do. If the system has net income lower than -20 CC then treason would apply, and merits would be deducted for preparation, as above.

Open question: Another variant - preparation earns no merits for any system. This fixes the "merit farmer" problem, although not the 5C one, but on the other hand has almost no real problems associated with it. This would be a small fix, but a safe one.
 
Interesting ideas. I would rank these in order of risk:
  • preps give no merits
  • preps give no merits if unprofitable
  • preps give no merits if mildly unprofitable but negative merits if highly unprofitable
  • preps cannot be delivered if unprofitable
My preference would be number two. Easy to implement but would have a good impact for powers with large degrees of merit farming (mainly Aisling).
The only potential danger is making sure that the numbers used are the real ones taken into account at cycle tick, not the ones given by GalNet, which can be incorrect.
 
5C doesn't care about Merits or Credits and a macro or bot isn't bothered about fast tracking Power Commodities 10 at a time..

CMDR Justinian Octavius
 
Rather than a series of hard caps, I feel that soft caps that produce multipliers to merits earned and effective merits delivered could produce the same effect. Rather than defining individual systems as positive, negative or neutral, use a formula based on the actual net CC the system would provide to provide a continual sliding scale.

For example, a system wherein merits and preparation progress are doubled for every 10 net CC a system provides would achieve this. A slightly profitable system (+10 CC) would be require half the preparation materials of a 0 CC system and would award twice the merits for delivering preparation materials. A highly valuable untapped system that gives +30 CC would have an effectiveness multiplier of 8x, making it both extremely rewarding to prepare as well as very easy to prepare as each delivered preparation material counts for 8. This system would also work into the negatives, with a -10 CC system only counting the preparation materials as half, while a terrible -40 CC system would count all preparation efforts as 1/16th the effectiveness (basically making preparing it a waste of time). Trying to prep a strongly negative system when there's a strongly positive system available would be largely an exercise in futility, as preparing the positive system will be 10s or even 100s times as effective and with the rewards to match.

This sliding scale would both encourage players to prepare valuable systems, as even those who aren't involved in the community aspect of powerplay will be encouraged to go for good systems, and to avoid negative ones. A concerted effort by a large group of players could still get a substandard system under their control, but it would take a huge amount of effort if there are better options available. Meanwhile, small differences in CC profits could quite easily be overcome if there are multiple different viable systems.

For accounting for weaponised expansions, which are an important part of the powerplay scene and one of the main ways to attack other powers, I'd say that taking CC from other powers should definitely be accounted for in the "effective CC" calculations. I don't think a full zero-sum mechanic where deprived CC is counted as your own CC will work well, but perhaps a percentage of it? This fraction could even depend on the two powers involved, with allied powers counting small or even negative percentages (<30%) to deter in-fighting while heavily opposed powers might go up to 80+% to encourage direct conflict between them. This could also be used to help break up the current Imperial dominance in powerplay by giving them larger expansion percentages against each other, which in turn will encourage more Imperial infighting as "good" systems might involve contesting systems from other Imperial powers, while the Federation will be relatively monolithic by comparison.
 
Regardless of what method is used, it should still be possible to prep a system that would be unprofitable with its current government, but could become profitable when flipped to a more favourable faction. Especially handy for powers (such as Aisling Duval) which give a BGS bonus in controlled/exploited systems, which players might want to use when flipping the system.

BTW, does anyone know favourable/unfavourable governments affect CC profits anyhow? Is it actually possible to go from a CC loss to a profit by changing the government, and how can you tell in advance if it's worth doing that to a specific system that's currently showing as loss-making if expanded to? And would it require flipping the government of just the prospective control system, or of all exploited systems within the 15ly radius?
 
The only problem with this idea is that when the 5C players try to sabotage a power, we are called upon to do what is called "a prep-blocker." We get it up to the highest rank and then don't bother trying to keep it. The 5C players won't try to keep it, either.

The issue would be that WE would also be considered traitors and for the same reason, even though our process was being used to block actions by the 5th Column.

About the only thing that would work is (1) force all platforms together; (2) force all members of Power Play to do this in open; (3) somehow tag these players as "traitors"; (4) figuring out who gets to tag them in the first place; (5) figuring out how to get players accidentally tagged "untagged."

I'd think this'll get a tad more complicated than this but you can see the logistics piling up faster than a 10-car accident on I-95 in Miami during afternoon rush hour during a massive thunderstorm.
 
Yup, I'm hauling director of Winters - very very familiar with having to block 5C preps.
The issue would be that WE would also be considered traitors and for the same reason
If a large and determined force (i.e. the main body of Commanders flying for the Power) wishes to prepare a weaponised loss-making system, they can still do so, since the merit damage of the preparation is spread out amongst many of them, and typically they will earn the merits back very quickly by doing other PowerPlay activities. In practice this should have a relatively minor effect on true PowerPlay activities.
 
Weighting systems themselves based on profitability (as was proposed so long ago) would sort this out, although it prevents weaponized expansions (or makes them very difficult). So, it would take a huge amount of prep / expansion hauling to win a rubbish system, and a correspondingly smaller amount to have 'good' systems.
 
Personally, I think the biggest problem is allowing fresh recruits to determine the expansion of a power in the first place.

If I were to rework it, I would change it so that the game automatically selects the highest profitability systems to expand into, and new recruits can only help to expand into these systems. The only other people who could determine which systems the power would expand to, would be the "made" members, members who have helped the power expand into multiple systems already, or helped to defend against attacks.
 
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