Powerplay Peaceful Solutions: Expansion shouldn't be everything!

Command Capital (CC). It's what makes Powerplay tick.
We Fortify so we can make more, we spend it on Expanding so we get more, and then we spend that on Preparation more systems to expand into, ad nauseum. Currently (and I hope this is subject to change) CC has basically one use: To Prepare Systems. This only supports one type of empire- a large, sprawling one, with many systems *just* under their control (as It's better to keep your CC low as too much means you end up prepping loads of atrocious systems) .
This isn't very realistic; The Utopians, KKrew and Sirius Corp are *never* going to have as many systems as massive galactic governments, but they might have a few very secure, very well managed valuable systems.

Anyway, as the game progresses, we will eventually run out completely of systems that give a net profit of CC. This isn't conjecture or speculation- it's going to happen.

This is because the CC value of a system is fixed at all times, based on only two factors: Population and Distance from Capital. As the systems closer to the human bubble get captured, expansion will force (literally, as there is no way to conserve CC; as much of it is spent every cycle as possible) Powers to take worse and worse systems, even if they don't want those systems. This is, for want of a better word, stupid.

I have a few ideas floating about my head about this, and I thought I'd share them with the community (and if FD want to implement them, I won't complain ;) ):



System Improvement


Firstly, there needs to be a way to permanently increase the CC value of a system. It doesn't have to be much, only a couple of CC. Or you could make it proportional to the current value (i.e a system currently making -20 might be permanently improved by 5, whereas one with a profit of 80 might only be improved by 1).
Just this small touch would make those crap systems you end up with due to merit grinding/5th column not a permanent CC wormhole.

It also supports PP in the long term, as it removes the 'critical mass' that all powers will eventually hit when no more profitable systems remain.

From a lore point of view, this fits in nicely with the more 'peaceful' powers: Winters, Aisling etc. they don't always want to control more people, they want to improve the quality of life of their loyal citizens.

And before you complain about it being too powerful, remember: an Undermined system has it's CC value added to it's upkeep cost, so that 150CC mega system you poured months of time into continually improving is now a huge target for Undermining.



More ways to spend CC (and save it)

As I said above, CC currently has only one use- to prepare systems for expansion, which gives you more CC. Or to simplify that, CC's only use is to make more CC.

So I propose taking the current 'Preparation' banner, and fit it under a new header: Actions

Actions are basically ways for you to spend CC. Obviously Preparation will be one of those Actions, but also the whole 'Improvement' (name pending) thing I talked about above. In fact, why not go nuts, and add a whole bunch of ways to spend CC, such as:


  • Trigger a Capital Ship construction CG
  • Trigger a Station building CG
  • Trigger a Discount CG
  • Trigger a 'Recruitment Drive' CG: If successful, for the next cycle military Rank for that Power happens twice as fast (or just fix rank progression ;) )
  • Basically trigger a CG
  • Something scripted and lore related- Sirius Corp might decide to investigate Unknown Artifacts further, but only if willing to spend CC otherwise usable to expand.

I just love the idea of dynamic, player triggered CGs. I'm sure we all like that idea.

Players would 'vote' using the vote mechanic FD talked about implementing next year, and the stuff with the most votes gets CC spent on performing.

But anyway, I'm tired and I'm not even sure if what I've written is actually good, so I'll turn it over to you. Am I talking sense? Would this make PowerPlay more enjoyable? Is there something horribly broken in my idea that I haven't thought about? Who knows.

Enjoy!
 
I love the "Actions" idea! +1

You could add a lot of options there for sure. Even if the list were restricted by location/government/etc. If building a Cap ship would have an influence on the power's ability to undermine/prepare/capture a system, that'd be pretty sweet too!

From the thread title, I expected a different proposal - that some powers be able to come to some sort of mutual truce or agreement over a system, but I guess that undermines some of the spirit of competition. Seeing as how some of the lesser powers are already working together to trim off useless systems, some form of cooperative play could be an interesting addition too? I really like this kind of play, as it shirks the typical PP behaviour in favour of something more emergent.
 
The system was setup like it is for a reason. To ensure that players will fight over systems till the end of time, or until they quit, which ever comes first.
 
I doubt Frontier actually want us to play Space Risk until we get bored. They just don't know how to stop PP being Space Risk. I'm trying to change it.
 
heh. That's my point. Powerplay forces everyone to try and hold Space Risk Asia, whether they're geared up to support it or not.
 
I had a few ideas like this before, only they fit with the lore.

The only way to improve CC is to "rule more people". Command Capital is a measurement of population influenced/exploited.

I believe a fair few groups have tried to pitch FDev Terraforming to Agriculture CGs. Last I heard, Fdev was going to wait for the BGS to catch up before they push population growth. With the current state of the BGS, I give it two years before it gets to the point FDev is happy with it.

So... No galactic growth or CC improvement until then...

How do we have ACTIONS without improving the CC of individual systems?

Why can't we make a Contested System actually a contest?

Imagine if a Power could spend 100cc every week to start a CG that would put a Contested System into a contest.

Every Power contesting it would have a goal to meet. The first to meet theirs gets control and income from it. The losers have the option to launch a new CG every week. There are thousands of CC points in contested systems. This could keep Power Play going for months beyond its current state.

By the way, technically every trigger in Power Play is a player driven CG.
 
I had a few ideas like this before, only they fit with the lore.

The only way to improve CC is to "rule more people". Command Capital is a measurement of population influenced/exploited.

I believe a fair few groups have tried to pitch FDev Terraforming to Agriculture CGs. Last I heard, Fdev was going to wait for the BGS to catch up before they push population growth. With the current state of the BGS, I give it two years before it gets to the point FDev is happy with it.

So... No galactic growth or CC improvement until then...

How do we have ACTIONS without improving the CC of individual systems?

Why can't we make a Contested System actually a contest?

Imagine if a Power could spend 100cc every week to start a CG that would put a Contested System into a contest.

Every Power contesting it would have a goal to meet. The first to meet theirs gets control and income from it. The losers have the option to launch a new CG every week. There are thousands of CC points in contested systems. This could keep Power Play going for months beyond its current state.

By the way, technically every trigger in Power Play is a player driven CG.

Given how lopsided the factions are, such CGs would result in landslide victories every time for the larger faction. We have seen already the results of opposing CGs with the Emperor's Dawn vs. Empire ones, or the Empire vs. Cayutorme Syndicate. The smaller faction never stands a realistic chance and gets overwhelmed by the sheer numbers of the larger faction. When the outcome is not ever in any real doubt, it is no contest.
 
Given how lopsided the factions are, such CGs would result in landslide victories every time for the larger faction. We have seen already the results of opposing CGs with the Emperor's Dawn vs. Empire ones, or the Empire vs. Cayutorme Syndicate. The smaller faction never stands a realistic chance and gets overwhelmed by the sheer numbers of the larger faction. When the outcome is not ever in any real doubt, it is no contest.

I'm just imagining Aisling and Arissa CMDRs loosing their frustrations in a competitive CG to decide an 11cc Contested System. But, yes, you are right in that a CG between Arissa and Patreus would be a bit one sided. But then again, this is not a contest that decides the entirety of Power Play. The point of a Contest CG like this is purely based on who has the most CMDRs free to work the CG that week. Let's say Patreus sees a massive Prep War that will eat up all of ALD's resources, so they opt to contest a system far from useful ALD space, but where there's overlap. They'd have a chance to win a CG like that.

And even if the larger Power steamrolls in every single contest, isn't that rather the point? Right now a small Power can effectively steal half a Control System's sphere without doing anything that directly opposes the larger Power. What I'm proposing opens the door for those systems to become useful again, without requiring the prolonged turmoil of one or the other Power.
 
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