Module shoppers would have no need to pledge to get what they want.
I've explained in great detail several times over in this thread how different it would be, however to summarize the main action would be around capitals, prep and combat expansions, with the rest being opportunistic. IMO miles better than Solo or PG because players are spontaneous,
far from most players do not enjoy the freedom to do alot of things just before the tick... because of in what timezone they are located in
Source? See I can play this game too. Now its you making sweeping statements while I've watch players drop merits at the last minute each week every week.
The 3 Open Powerplay Modes across XB, PS and PC. Currently 3 modes x 3 platforms = 9
Started well, yes we have 11 powers.
What about UM? Thats 4.
The last time I checked Powers don't attack every one else simeltaneously, as fun as that would be.
'Top 10 list'- you mean the Preparation list? Expansions?
Ever heard of Discord, where teams co-ordinate? The tool that Powerplay communities use week in, week out? And that we have things called 'objectives' where after one or two days it becomes obvious what the other side wants. For example prep races. You may have 10 systems listed (mostly 5C) but via consolidation that often gets down to zero or one. And then, as if by magic you know where your enemy is.
Same for expansions. Once it kicks off you know where they will be. Fortifying is safer because you can do that at any time, and UM is the same. However since fort traffic is one way, you have to be careful, and smart opposition will monitor when things happen.
And I just outlined why all that is incorrect supposition. There are no 333 conflicts- this is a mathmatical construct does not fit typical (or even hypothetical) Powerplay behaviour.
In Sandros proposal:
You have per power anything from 38 to 110 systems for fortification.You can
opportunistically come across someone in a control system, but that would be random. But still that chance is >0, and that some systems are very valuable and must be forted at all costs, while others are less valuable and some are not forted at all in the hope any turmoil would make them fall off (so your base CC improves).
Capitals would be the smart choice to raid, cutting out the need to go hunting (unless you felt like it or planned it). So out of all those 1000's of places you have 11 capitals to hit that would do as much disruption fort wise. This does not even include upstream UM as well further destabilizing that fortification with the new rules. A power that scouts will know from station reports what is being hit.
Last cycle (as an illustration) there was 4(?) expansions to fight in out of 11 powers. Now, if powers find holding the amount territory difficult this will change and you will see more being fought over. But, powers do not fight everyone else. The Feds and Archon fight ZYADA, LYR , Antal and Mahon don't fight (being neutral, sometimes >
)
Prep races are the same. You will have a race for 2 normally, if at all: a weaponized expansion / profitable expansion v a 5C one. And quite often powers consolidate meaning they don't expand anything next cycle.
And that players do not need to search for haulers. Since all forting is inbound, and if the opposition are fortifying (looking on the fort tab) you take a holiday in capitals. Your targets come to you and must get past you to 'win' that situation.
So having these sorts of fights could never mathematically happen?
So quite alot of assumptions, to get some numbers
Really? I couldn't have guessed