A big problem with powerplay at present is that there's virtually no map structure, strategy, or tactics involved. The map is a confused mess of intermingling power, and there's no real reason for any power to change that. Why ever attack when you can just expand? The only real metric of success is systems held, and ANY points spent undermining are points that could better be spent acquiring.
If you want powers to fight, you need to give them a REASON to fight, and right now, there just isn't one. So let's fix that.
Probably the root of the problem right now is that systems held don't actually DO anything. In my original Powerplay 2.0 suggestion a few years back, you didn't just want systems to have them; you wanted them because they allowed your power to purchase bonuses. Moreover, by attacking and raiding enemy power systems you could steal THEIR merits to fund your own bonuses. That would have been the metric of success, and would have driven powers to fight, but only in specific locales where enough merits had accumulated to warrant such a fight.
Unfortunately, lacking that, what reason IS there to fight?
Here's the core problem. Merit gain is not against just one power; it's against ALL the powers. There are 12 powers total. Imagine every week I sacrifice the effort needed to acquire one system, and cost an enemy 10 systems. Let's imagine we're just insanely effective at undermining, right? Imagine I do this every week for 11 weeks.
I have now cost every single enemy 10 systems each...and myself 11 systems.
See the problem?
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What's really needed here is a rework on the strategy level. Imagine, for example, if certain valuable systems scattered across the bubble offered real bonuses to the power controlling them, but those bonuses could be easily neutered by any form of attack?
Ngurii is a pretty great example. Imagine if only the power that controlled Ngurii could haul Soonil Relics for merits? Suddenly, every other power would have a REALLY good reason to attack that system. Of course, the problem there is since it's BGS-controlled, they'd all just murder it down to lockdown and it wouldn't be available ever again.
But imagine if certain key systems offered real bonuses to things like merit gain? Having the system gives a global 10% merit gain bonus, for example? But said system must be at 98%+ stronghold to give that bonus? Suddenly, enemy powers have a REAL reason to attack that system constantly! They don't need to TAKE the system, just ATTACK it, keep the merit totals down below 98%. Of course, enemy powers would need an avenue to attack it; a fortified system within 20ly or a stronghold within 30ly - so suddenly, we have a real reason for the defending power to attack everything in range of that system! And a real reason for other powers to attempt to expand into that radius!
You'd want to scatter maybe 24-36 such systems out into the bubble. While expansion would remain the metric of measurement, the FIGHT would be over these key systems!
If you want powers to fight, you need to give them a REASON to fight, and right now, there just isn't one. So let's fix that.
Probably the root of the problem right now is that systems held don't actually DO anything. In my original Powerplay 2.0 suggestion a few years back, you didn't just want systems to have them; you wanted them because they allowed your power to purchase bonuses. Moreover, by attacking and raiding enemy power systems you could steal THEIR merits to fund your own bonuses. That would have been the metric of success, and would have driven powers to fight, but only in specific locales where enough merits had accumulated to warrant such a fight.
Unfortunately, lacking that, what reason IS there to fight?
Here's the core problem. Merit gain is not against just one power; it's against ALL the powers. There are 12 powers total. Imagine every week I sacrifice the effort needed to acquire one system, and cost an enemy 10 systems. Let's imagine we're just insanely effective at undermining, right? Imagine I do this every week for 11 weeks.
I have now cost every single enemy 10 systems each...and myself 11 systems.
See the problem?
---
What's really needed here is a rework on the strategy level. Imagine, for example, if certain valuable systems scattered across the bubble offered real bonuses to the power controlling them, but those bonuses could be easily neutered by any form of attack?
Ngurii is a pretty great example. Imagine if only the power that controlled Ngurii could haul Soonil Relics for merits? Suddenly, every other power would have a REALLY good reason to attack that system. Of course, the problem there is since it's BGS-controlled, they'd all just murder it down to lockdown and it wouldn't be available ever again.
But imagine if certain key systems offered real bonuses to things like merit gain? Having the system gives a global 10% merit gain bonus, for example? But said system must be at 98%+ stronghold to give that bonus? Suddenly, enemy powers have a REAL reason to attack that system constantly! They don't need to TAKE the system, just ATTACK it, keep the merit totals down below 98%. Of course, enemy powers would need an avenue to attack it; a fortified system within 20ly or a stronghold within 30ly - so suddenly, we have a real reason for the defending power to attack everything in range of that system! And a real reason for other powers to attempt to expand into that radius!
You'd want to scatter maybe 24-36 such systems out into the bubble. While expansion would remain the metric of measurement, the FIGHT would be over these key systems!