Power Play faction mechanic: A Nomadic Power.

So I was thinking how a nomadic Power Play faction could work. I came up with the basic idea of:

1. The Nomadic Fleet (NF) would pick systems to undermine, and undermine them just like any other power.
2. Other Powers could fortify to resist.
3. The most central system is automatically the System Capital for that Cycle. CC is calculated off this System Capital. So if a low value target for the power is undermined, it might actually be a quite good target for the NF.
4.Uncontrolled systems can always be expanded into, even if NF is in turmoil. Trigger is higher depending on distance from current cycle capital.
5. If the NF is in Turmoil, it can be pushed out of existing systems.

I think this adds in addition to the obvious, a way to shake up power play and have a nomadic faction that moves based on the action of it's members.

BUt also:
1. Major powers now have no "safe" systems, even low value ones. The NF may take them over.
2. Major Powers might be able to welcome the NF, reducing the impact, but not removing it. This would trigger economic booms in the following cycles after the NF left. The difference between a maurading horde and gypsy/tinker/traveling circus type traders. Which one you get depends on how you treat the NF.
3. Players will have a power to call "home" without having a "home".

Other "neat" ideas:
Module is extended FSD.
The Cycle Capital will include a Nomad Fleet made of a mashup of ships, including some stolen capital ships. Entering space around the NF would be very, very dangerous indeed.
 
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