There's been some mention of powerplay revamps lately. I've been putting together a list of features I'd like to see changed or added.
1. Merit Hauling
Merit Hauling is a massive pain. It takes up all your time, it prohibits doing anything else, it requires weekly effort, it encourages new players to haul to terrible locations, it encourages ganking, it's pretty much universally awful.
Dramatically scale back the number of merits you can haul at a time. Also scale back the number of merits you NEED to haul.
Having to click the same button 250 times in a row to load your ship is a massive waste of time. Change merits so you get ONE shipment, and you need to either lose them or deliver them before you can get another. So a rank 1 player can get 10 at once, while a rank 5 player can get 50(maybe more or less; just examples) . Then scale back the total haulage amounts dramatically as well, so it takes the same number of loads to do. Then, players avoid the mass-clicking, they can haul other things, or can haul in a combat-lite ship for a fairer fight against enemy players. This would make players more willing to engage with others, as they wouldn't need to sacrifice efficiency to haul in a reasonable amount of time.
Also, increase the sell value of these merits, so stealing them and selling them becomes profitable in terms of credits as well as in terms of merits. The smaller totals will make powerplay piracy viable, even if only in terms of credits.
2. Remove Powerplay Modules from Ranks
Permanent rewards from a temporary pledge is a really bad move, as it encourages players to switch from one to another, rather than sticking with one from the beginning.
Instead, players should have a reputation with powers. Doing BGS actions with in-territory factions with governments that synergize with that power should increase it, and when the player is at max reputation with the power, they should give missions with the modules as the reward. After adding this, you could even leave the ability to purchase the modules for a pledged member, because most people wouldn't need to do so to get all the modules they might need. Of course, becoming an enemy of the power via undermining would prevent acquiring further modules.
An easy way to do this might be by giving tokens that can be used at specialized tech brokers. One token buys one module, allowing players to, for example, use an Aisling Duval token(plus the credit cost) to buy a specific size of Prismatic.
3. Create Powerplay Social Hubs
Powers aren't just roleplay, they should also be social hubs.
Give each power a Jameson-lite station in their home system. This station would offer all modules at a slight discount, and some modules at a significant discount. The modules in question would be based on what their focus is; bounty hunting powers would offer weapons at a greater discount, for example. It should be balanced such that most modules are slightly more expensive than at Jameson, while the specialized selection is slightly less expensive than at Jameson.
To access this station would require either a high rank and a short amount of time pledged, or a much longer amount of time pledged at a lower rank. Something like, 12 weeks minus 2x your pledge rank. So a rank 5 could use it in 2 weeks, which is more than enough time to get Elite in something if you can haul enough to get rank 5.
This would have the effect of gathering players from the Power in the home system for more than just Merit hauling.
4. Integrate Squadron Features into Powers.
Currently new pledges need to find the power's discord to figure out what is going on. Members of a Power should be able to check a bulletin board like in a Squadron to immediately see current power goals and objectives, or to find other players to play with. Similarly, add a Power-based chat channel. Simply being able to talk to your power easily would make a world of difference in feeling part of the group.
It would also be neat if there were a 'Power' nav beacon option, to allow any member of your power to quickly see you and drop in at your location, even without being a friend.
5. Integrate PVP into Powerplay.
Currently PVP is largely irrelevant in powerplay, only able to effect those who choose to be effected by playing in Open and in places where they can be found. There is no way to make Open Only work.
Instead, add an integrated pvp league, with an elo system. As players kill other players, they gain rank, and killing lower-ranked players reduces the amount of rank they gain, while killing higher-ranked players increases rank gain. At the end of each week, all players who have killed or been killed by another Pilot's Federation pilot will be sorted into categories from top 100% to top 10 players, and rewarded with merits accordingly. This will create a thriving pvp landscape, and since it will only pay about as well as merit hauling, still rewards those who are able to put in the time and effort needed to win.
This is the best method I've been able to come up with for pvp integration.
6. Shift the playing field.
The Powerplay game has stagnated for years, in large part because the board doesn't change. There is no win condition for powerplay, as powers cannot die and absolute domination is the only real objective presented. With total victory impossible, we need smaller victories.
Randomly spawn bonuses in random systems for Powers to fight over, offering bonuses like increased payouts on mined goods, or 25% faster moving limpets, or +100% ammo capacity to all power ships. These bonuses would last a medium amount of time, long enough to be worth fighting over, but not forever.
7. Add a way to shed bad systems.
Shedding bad systems is critical both for the previous suggestion and for powerplay as a whole. Hard to get excited about taking a bonus if it will turn into garbage you can never remove in three weeks. And the ability to sneakily take a bad system and be unable to lose it is crippling.
Give us a way of voting to remove certain systems, simply surrendering it without a fight.
8. Reserved
I'm sure I'll come up with more, but this would be a good start, at least.
1. Merit Hauling
Merit Hauling is a massive pain. It takes up all your time, it prohibits doing anything else, it requires weekly effort, it encourages new players to haul to terrible locations, it encourages ganking, it's pretty much universally awful.
Dramatically scale back the number of merits you can haul at a time. Also scale back the number of merits you NEED to haul.
Having to click the same button 250 times in a row to load your ship is a massive waste of time. Change merits so you get ONE shipment, and you need to either lose them or deliver them before you can get another. So a rank 1 player can get 10 at once, while a rank 5 player can get 50(maybe more or less; just examples) . Then scale back the total haulage amounts dramatically as well, so it takes the same number of loads to do. Then, players avoid the mass-clicking, they can haul other things, or can haul in a combat-lite ship for a fairer fight against enemy players. This would make players more willing to engage with others, as they wouldn't need to sacrifice efficiency to haul in a reasonable amount of time.
Also, increase the sell value of these merits, so stealing them and selling them becomes profitable in terms of credits as well as in terms of merits. The smaller totals will make powerplay piracy viable, even if only in terms of credits.
2. Remove Powerplay Modules from Ranks
Permanent rewards from a temporary pledge is a really bad move, as it encourages players to switch from one to another, rather than sticking with one from the beginning.
Instead, players should have a reputation with powers. Doing BGS actions with in-territory factions with governments that synergize with that power should increase it, and when the player is at max reputation with the power, they should give missions with the modules as the reward. After adding this, you could even leave the ability to purchase the modules for a pledged member, because most people wouldn't need to do so to get all the modules they might need. Of course, becoming an enemy of the power via undermining would prevent acquiring further modules.
An easy way to do this might be by giving tokens that can be used at specialized tech brokers. One token buys one module, allowing players to, for example, use an Aisling Duval token(plus the credit cost) to buy a specific size of Prismatic.
3. Create Powerplay Social Hubs
Powers aren't just roleplay, they should also be social hubs.
Give each power a Jameson-lite station in their home system. This station would offer all modules at a slight discount, and some modules at a significant discount. The modules in question would be based on what their focus is; bounty hunting powers would offer weapons at a greater discount, for example. It should be balanced such that most modules are slightly more expensive than at Jameson, while the specialized selection is slightly less expensive than at Jameson.
To access this station would require either a high rank and a short amount of time pledged, or a much longer amount of time pledged at a lower rank. Something like, 12 weeks minus 2x your pledge rank. So a rank 5 could use it in 2 weeks, which is more than enough time to get Elite in something if you can haul enough to get rank 5.
This would have the effect of gathering players from the Power in the home system for more than just Merit hauling.
4. Integrate Squadron Features into Powers.
Currently new pledges need to find the power's discord to figure out what is going on. Members of a Power should be able to check a bulletin board like in a Squadron to immediately see current power goals and objectives, or to find other players to play with. Similarly, add a Power-based chat channel. Simply being able to talk to your power easily would make a world of difference in feeling part of the group.
It would also be neat if there were a 'Power' nav beacon option, to allow any member of your power to quickly see you and drop in at your location, even without being a friend.
5. Integrate PVP into Powerplay.
Currently PVP is largely irrelevant in powerplay, only able to effect those who choose to be effected by playing in Open and in places where they can be found. There is no way to make Open Only work.
Instead, add an integrated pvp league, with an elo system. As players kill other players, they gain rank, and killing lower-ranked players reduces the amount of rank they gain, while killing higher-ranked players increases rank gain. At the end of each week, all players who have killed or been killed by another Pilot's Federation pilot will be sorted into categories from top 100% to top 10 players, and rewarded with merits accordingly. This will create a thriving pvp landscape, and since it will only pay about as well as merit hauling, still rewards those who are able to put in the time and effort needed to win.
This is the best method I've been able to come up with for pvp integration.
6. Shift the playing field.
The Powerplay game has stagnated for years, in large part because the board doesn't change. There is no win condition for powerplay, as powers cannot die and absolute domination is the only real objective presented. With total victory impossible, we need smaller victories.
Randomly spawn bonuses in random systems for Powers to fight over, offering bonuses like increased payouts on mined goods, or 25% faster moving limpets, or +100% ammo capacity to all power ships. These bonuses would last a medium amount of time, long enough to be worth fighting over, but not forever.
7. Add a way to shed bad systems.
Shedding bad systems is critical both for the previous suggestion and for powerplay as a whole. Hard to get excited about taking a bonus if it will turn into garbage you can never remove in three weeks. And the ability to sneakily take a bad system and be unable to lose it is crippling.
Give us a way of voting to remove certain systems, simply surrendering it without a fight.
8. Reserved
I'm sure I'll come up with more, but this would be a good start, at least.