[POWERPLAY] Proposal for redesign using BGS style mechanics that work with the new BGS

Here is an alternative concept for Powerplay, where Powerplay works like a modifier for the BGS to make each system more unique. Unlike the current system it simulates the political aspect and is 5C proof.

Powerplay V2:

Expansions / prep / CC / bubbles removed and each system has every power contact available simultaneously.

You do not 'pledge'. Power weapons and modules available from Power capitals only, but are freely available to buy.

Powers bonuses are adjusted accordingly, offering one system BGS bonus and one personal bonus. These bonuses are active for that system only as long as that power is in control (see later).

Bonuses (rough ideas)

Archon Delaine: Personal bonus- Pirate Fear: all traders instantly drop cargo when interdicted. System Bonus - Crimewave: System security halved, no bounties or fines issued
Pranav Antal: Personal bonus- TechnoGenius: Tech broker requirements for human and alien tech halved. System Bonus- The Path: All BGS activity has 50% more influence.
LYR: Personal bonus- Dealmaker: all trade transactions worth x20%. System Bonus- MegaDiscount- systems sell ship prices discount scaling to economy slider.
Denton Patreus: Personal bonus- War Bond: Systems in war make Patreus missions and cargo x50% more valuable System Bonus- Lord of War: all weapons and restocking -15% cost
Aisling Duval: Personal bonus- Media Savvy: Positive BGS work has 50% more influence. System Bonus- Media Savvy: increases happiness in present factions- civil liberty state makes slaves illegal
ALD: Personal Bonus- Purge: any player with notoriety >1 is attacked by security, Bounties earn 150% extra System Bonus- Imperial Tradition: all Imperial ships -10% cost, Civil liberty state removes Rank requirement
Zemina Torval: Personal bonus- Responsible Care: Imperial slaves x100% extra. System Bonus- Gold Digger: Mining profits x50%
Edmund Mahon: Personal bonus- Strength in Numbers: Trade profit scaled to total number of Mahon influenced systems. System Bonus- Efficient Production: System economies have double stocks of trade cargo when in boom state.
Felicia Winters: Personal bonus- FedAid: All food, medicine and humanitarian goods are x300% more profitable. System Bonus- Liberty: Civil liberty state in Winters influenced systems decreases Winters cargo cost and increases Winters mission profits.
Zachary Hudson: Personal bonus- Responsible Repuplican: War bonds and bounty hunting System Bonus- Democratic Hawk: all Federal ships -10% cost, Civil liberty state removes Rank requirement
Yuri Grom: Personal bonus- Surveillance State: all system, crashed ship, intel packages (all superpowers and independent) worth x 200%. System Bonus- Benevolent Dictator: Security acts like high security level

Instead, you haul your powers fortification material from any system like cargo and the highest amount hauled 'wins' that system. You freely pirate others or blow them up then like normal traffic and sell it back to other powers for profit that also boosts your powers standing in that system.

Power tabs also have Powerplay missions to sabotage other powers present in that system (these would be similar to the offensive missions we currently have).

At the end of each daily tick the amount of power cargo hauled to a powers capital (as they are now, Polevnic, Harma etc) is counted, and whoever has the most in that system will control it. Control in this context means influence: that powers bonuses act alongside the BGS. Players may wish to have LYR control high tech shipyards, the Feds fed systems, and so on. The UI might look like a shadow of the system BGS tab- each power will have a bar % that represents work done for it.

Powers win by being in control/ influencing the most systems and are ranked as such. So the only calculation is which number is highest.

Powerplay NPCs act like proxy security once in charge. If they see you helping their power, they will protect you. If you are fighting against them or carry other cargo they are hostile.
If one power is in charge and you support another power, you must 'use smuggling tactics to get past them. You can kill powers freely as long as no system security from the ruling faction is in the area. This is to reinforce the idea that Powerplay is a clandestine battle for influence 'behind the scenes'.

Advantages:

This system opens the whole galaxy to Powerplay, with each system being important.

It also is self sustaining, with powers being able to crush other powers back to their capital like minor factions can.

It allows FD to insert more Powerplay Tier 1 characters easily.

It also reflects a more political aspect, as it then becomes a genuine popularity contest, depending on what the characters are like and what they say in Galnet.

It would be 5C proof, and it would organically produce hotspots of commander activity.
 
Personally I think the Control Spheres can work if you have a floor of 0 CC and then move to per system Turmoil. Under per system Turmoil Torval, for instance, would likely have 5-6 Control Spheres to defend & with re-worked Exploitation Impacts these systems could have genuine value. This would also, potentially, allow more Powers to be created as well.

CMDR Justinian Octavius
 
I get the reason behind the suggestion, but especially given the strength of some of the suggested bonus, the main thing powerplay needs is rewards and incentive for people to remain loyal, rather then it being a jump to the power you need to get the ability/module to you need thing as it is currently.

If it was RL there is no way just eagerness to jump ship to another opposing faction just wouldn't cause you to be banned from joining other factions or similar, not that I am saying that is the solution, but loyalty should be rewarded, and I strongly believe that modules/bonus should be the same, the only difference being when you get them.

say a trader faction gets access to trader bonus's first, but eventually gets access to all bonus
pirate faction, gets pirate bonus' first but eventually all
The idea being that factions have most experience and ease of getting stuff related to their main functions, but as anyone, or through back channels can get ahold of the rest.

And similar
 
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