Stuff like Dark Wheel and project witch hunt are supported for imaginary narrative reasons and there's probably quite a few players who are disillusioned with BGS/PP (and CGs to a lesser extent) precisely because they have no narrative impact.
I disagree with the narrative impact bit there. Players got frustrated not because they didn't have narrative impact, but because they didn't have impact.
For example, players targeted Torval because there was comments to the effect of "when a power goes into turmoil, they could collapse!"
But, Torval didn't collapse, because she was narratively connected. Thus, narrative connection is a very, very bad idea for something that ultimately gets player driven. That's a surefire way to strip away any impact, narrative or otherwise, for players.
Yeah, having a small set of BGS factions that could ascent to PP powers would solve some of the issues with the galaxy being too big to generate any serious flashpoints and having them not strongly tied to existing big player groups would ideally be something that causes strife due to people wanting to back different factions for whatever reason.
I just generally disagree with the sentiment the galaxy is too big for serious flashpoints. I think the game being Elite: Best Friends and the lack of any real antagonistic pursuits has more to answer for towards that end.
PMFs could be a part of it if they have an interesting story over just having a big/active group with expansionist goals.
Those two things are not mutually exclusive. But again, narrative connections are bad news.
That ship sailed with new PMF applications being closed and past applications not being made with those ambitions in mind.
PMF insertion was always a bad idea anyway, because it wasn't sustainable and the reasoning behind it was poor (FD thought it no more than a request to name a star).
What would be the interesting outcome of suddenly giving the biggest BGS powers PP factions? Wouldn't it just end up in a fairly similar status quo among them that discourages new players/factions?
Remember, this is a PP rework, not a BGS rework.
The BGS is not balanced. If PP is the "competitive, group vs group" big-strategy overlay that it's meant to be, success in it it can't be connected to the BGS at all. Fundamentally, it's what lets current Powerplay tick... if it was bound to control by a particular faction (noting each Powerplay entity
has a home faction), you'd have a massively whitewashed galaxy.
But it's disconnected, therefore the underlying faction landscape stays non-homogenous[1]. A mechanism to promote a Faction to Power status (i.e congratulations! Faction X has spread to a dozen systems[2], you're now a weak power) pivots players from the BGS activities which affect factions, to PP activities which
should be balanced and
not tie in to expansion of a specific faction, only to expansion of that power's sphere of influence much like the current PP system.
I mean, you just need to look at how PP was first conceived to understand that it's whole point
was to stop people gaming the BGS. FD thought people wouldn't care about factions, and instead focus on allegience to a superpower (Federation, Empire, whatever), and thought the specific faction you worked for would be largely irrelevant.
Instead, players really latched onto them, so (I imagine) they went "Well, the BGS is meant to be background, so let's give Powerplay" and sorely under-delivered in terms of what people enjoyed in the BGS. I know of numerous groups who were all gee'd up to go do Powerplay, and when the underpinning activities completely missed the mark in terms of what people enjoyed with working for the factions, they just went "Well, back to faction grinding I guess"... the merit system and associated activities was one of the biggest failings here.
If FD get the activities right, and they get the right hooks in to a strategic layer that sits above the BGS that's mostly divorced from the day-to-day of the faction, then they're on a winning formula.
Meanwhile, if PP2.0 means Faction Size == Power Success, they've done it very wrong.
Like I said earlier... entry to Powerplay would be by being a successful faction. Departure from Powerplay is because you were a poor Power, and the two conditions are definitely separable.
[1] Though arguably the secondary effect of system control impacts powers, it's too large a thing to keep contained.
[2] just a random number and mechanism I plucked out of the dark. Dont read into that