General Powerplay 2.0 Improvement Suggestion

There seems to be a fundamental element missing from PowerPlay. In many ways the improvements to PP2.0 have inevitably made PP2.0 more restricted and less likely to expand without a concentrated effort of a larger group of CMDRs. While that is one way to approach balancing the system, what about a different option. Welcome to my Ted Talk.

Similar to how the Titans worked with the Thargoid War. What about having a natural Powerplay expansion in the background (basically via NPCs working for said power) based around the Powers control state in the system?

The idea would be to limit the radius of impact to the current control limits in reinforced/fortified systems, thus preventing uncontrolled expansion. For example, a system in Stronghold/Reinforced state would naturally generate control points for that power in any uncontrolled system within the current 20/30 lys radius. Thus driving acquisition points in uncontrolled systems or undermining points if there are adjacent systems controlled by another power.

This would then provide an incentive to have tight overlapping control clusters for larger PP groups to manage. The overlap would help prevent other powers from naturally taking systems, and ALSO provide naturally occuring conflict zones where smaller groups of individuals could help shape the outer edges of the powers expansion.

This mechanic would also couple nicely with the control point decay system. As it would represent the Power using up its Stronghold/Fortified resources in order to supprt constannt expansion of the power.

The idea behind this is it would naturally drive in game conflict for Powerplay while allowing both bigger and smaller groups to participate and shape their power. This would also bring a more chaotic element to Powerplay as well as provide a mechanic if there was a narrative reason Devs wanted to push conflict for lore purposes by surging Control points in a sector using this background PP system.

The very nature of increased chaos would be a good narrative tool itself and it would allow single pilots to help drive expansions and operate at the fringe/edge of their power. While the larger groups focus on maintaining core clusters and regions. Perhaps easier said than in practice, but I believe the core functionality exists within the game that something could be done without significantly modifying current game functionality too heavily.

This idea also helps fix an area where NPCs don't really do anything meaningful on a larger scale, which I see as a disservice to the game. As this mechanic would represent Powerplay NPCs activity in-game. I really think the Powerplay leaders should act as independent entities for all things narrative. This wouldn't need full AI for Torvals PP NPCs to act a certain way and naturally push her borders.

I send this idea out for consideration. Hopefully others like such a suggestion that could help make things more interesting in the galaxy.
 
It would be nice for a lone commander to be able to make a difference somewhere.

NPCs should have impact in the game. (Not just power play. Would love for them to sign on to carrier cargo deals as well.). FDev should be able to cause some happy subtle mayhem with them. Random mayhem alone would be good. They can give a reason for conflict when all the players want to sit back in their alliances and agreements.
 
We have Decay providing roughly 30-40 times the amount of Undermining that players currently do, so adding something like this for Acquisition would likely - given that there are of the order of 22,500 potential Acquisition targets but only around 100 successful Acquisitions most weeks - mean that Acquisition also became a primarily NPC activity if the average contribution per system was more than about 600 control points per week.

600 CP/week would be enough to acquire a fresh system on its own in about four years, so it's an interesting reflection on the scale of the map that a level of automated Acquisition too apparently small to materially benefit any individual campaign to secure a new system would still in aggregate outpace all CMDR activity.

So smaller groups don't benefit much from it except over a period of several months at best ... and larger groups are going so much faster they can basically ignore it. The smaller group can't work around that by building up more Fortified/Stronghold systems instead because that's considerably more expensive than doing the Acquisition directly and has to be done extremely quickly (3-4 weeks max) to prevent decay being an impossible cost.

On the other hand, make it significantly larger than an average of 600 CP/week per targetable system and it basically becomes the primary source of Acquisitions and the game starts largely playing itself and the balancing becomes not player-group-vs-group but whether the automated progression of Powerplay is sufficiently or insufficiently possible for players to make minor changes to.

If Frontier want Acquisitions to proceed more quickly than they currently are then reducing the targets for them is probably the more effective mechanism - routine uncontested acquisitions go through more easily and smaller groups can do them, contested acquisitions remain group-vs-group and the actual scale of the target is irrelevant because large groups on both sides will go way past it in the existing contests.

This would then provide an incentive to have tight overlapping control clusters for larger PP groups to manage.
There's already an extremely strong set of incentives to do this because
1) It stops you losing an entire cluster if a single Fortified system is undermined
2) Reinforcement is generally strongly encouraged in general despite Frontier's best efforts so Powers spend most of their time doing it.

Compare for example Winters' position at the start of Powerplay 2 - https://heatmap.sotl.org.uk/powers/week/Felicia Winters/1
- hardly anything linked together and most of that the ones right next to Rhea
- lots of systems being the sole supporter for their Exploited systems putting them at significant (if mostly theoretical) risk

...with the picture now - https://heatmap.sotl.org.uk/powers/week/Felicia Winters/39
- the percentage of systems reinforced at all is much higher and a much higher proportion of those are Strongholds
- very few Exploited systems just have a single reinforced system supporting them
- the reinforced systems are all heavily cross-linked together to support each other as well


Winters is not atypical as you'll see if you look at the maps for other powers.
 
I like the idea, but with a twist:

just like the Titans (well, sort of) every power has one NPC flagship that randomly jumps about their territory, and from that command ship flows NPC help for that week.

So that ship could speed up UM (act as a multiplier), speed up forts (act as a multiplier) and so on.

Players could base themselves on this ship and have fun 'being' with the PP leader, and would be a boost for casuals.
 

rootsrat

Volunteer Moderator
I like the idea, but with a twist:

just like the Titans (well, sort of) every power has one NPC flagship that randomly jumps about their territory, and from that command ship flows NPC help for that week.

So that ship could speed up UM (act as a multiplier), speed up forts (act as a multiplier) and so on.

Players could base themselves on this ship and have fun 'being' with the PP leader, and would be a boost for casuals.
That could tie in nicely with the ability to meet the boss in person, from another thread if you remember.
 
That could tie in nicely with the ability to meet the boss in person, from another thread if you remember.
Indeed. Since FD can make engineer NPCs in person you could do the same with the power leaders. They could exist on a restricted bridge area accessible at rank 100 perhaps. For everyone else you see them (and the reactions they have to weekly events via facial animations they have) on the power UI. The UI could also tell you the location of the flagship now / next cycle (sort of like the Gnosis).
 

rootsrat

Volunteer Moderator
Indeed. Since FD can make engineer NPCs in person you could do the same with the power leaders. They could exist on a restricted bridge area accessible at rank 100 perhaps. For everyone else you see them (and the reactions they have to weekly events via facial animations they have) on the power UI. The UI could also tell you the location of the flagship now / next cycle (sort of like the Gnosis).
The bridge could be made so that it's visible from a lower deck, sort of like:

1753705941423.png
 
I like the idea, but with a twist:

just like the Titans (well, sort of) every power has one NPC flagship that randomly jumps about their territory, and from that command ship flows NPC help for that week.

So that ship could speed up UM (act as a multiplier), speed up forts (act as a multiplier) and so on.

Players could base themselves on this ship and have fun 'being' with the PP leader, and would be a boost for casuals.
I rather like this idea, especially since it preferentially helps smaller powers. What I'd do is have it move to the place of the highest activity NOT in its current impact radius.

More than that, opposing players should be able to attack that flagship to diminish its effectiveness. But only in Open.

OOH. And if you attack the enemy flagship ENOUGH, then next week, YOUR flagship can jump in to attack THEIR flagship, so both sides have a spawnpoint!
 
Back
Top Bottom