You can imagine whatever fantastical form of game feature you want, but the OP is trying to keep it within the realm of possibility.The devs in the past specifically mentioned they were only shining a spotlight on things players had repeatedly mentioned. Saying we need to stick in the box, when the box is player-made in the first place, doesn't make any sense. We have the power to create a new, better box.
What the devs said was this:
"We’re considering a package of tweaks to Powerplay and we’d like your thoughts on them. Note that this is not a fait accompli, just something we’re investigating.
The concept behind these changes is not to completely change Powerplay, but address a few important issues as efficiently and nicely as possible. Some of these changes are subtle, others very significant. The idea is that as a whole they form a rounded update that provides improvements to the core experience of Powerplay."
The OP fits in with that scope, like I said.
I have not studied game design academically. I did study Political History, which isn't relevant right now, but more on that later. I am quite familiar with the design of this game. & I can also see you are going down an absolutist route where that is neither required nor desirable. There is no need to abolish 5C from first-principles, it just needs to be put back in its box.Are you familiar with game design? Because you cannot 'design out' something that is essentially the very first natural result of a system. BEST case, you end up with an awful and convoluted system that still has plenty of exploits.
The only way to truly fix these problems is from the ground up.
However, I am curious as to exactly how you see 5C being "essentially the very first natural result of (Powerplay)" ? Dont worry, I may not have a game design portfolio, but I assure you I can keep up.
The incentives to 5C are, on the one hand, that the mechanics are biased mathematically in favour of their actions, and on the other, that there is a simple time-gate on receiving maximum vote allocation per account, that makes it minimal effort to exploit free multiple console accounts, and now Epic accounts. This allows 5C to gain a vastly disproportionate voting strength than the number of players involved in the 5C action, and essentially hijack an opposing Power. Typically, they attain little more than 25% of the vote, which is sufficient to force a single expansion system, taking priority over the 70%+ who voted against it. That is a further mathematical issue which is done away with in the OP, and the flash-topic.
By both removing these mathematical advantages, & strengthening Vote mechanics, by requiring consistent action per account eligible for Votes, (and by using a Trust mechanic as per the OP) , you go a long way to neutering the effect of 5C.
It is obvious to me how much of a difference all this would make to the overall landscape. & imo it is fixing these problems from the ground-up, in a thorough way that renders any objection-in-principle obsolete.
-150CC from a single system defines catastrophic. That is quite a lot more incentive to harm, than it could ever be without Overheads. And that is quite a lot of effort involved to achieve that, which you could have been putting to far more effect working for the Power you actually support, with the enhanced conventional attack impacts of the OP.There is no difference between the two. Who defines catastrophic? There is no loss condition in this game, so everything is ultimately player-defined. Maybe two powers want to team up to take on a third, with one side accepting significant losses to take down the third faction, with the promise from the second faction to help them get it back later. Nope, can't do that anymore.
Regards the example you gave, I assume you're talking about Weaponised Expansions. With the support of a coordinated playerbase, they could still be achievable, but depending on how the mechanics are balanced, it may turn out they are a necessary loss, and also not required.
When high CC is purely a benefit, many decisions about what is good or bad can be derived from that.You're trying to predict good and bad decisions, when good and bad decisions are completely determined by the flow of the game. It's impossible.
You are conflating two elements here. From the point of view of a Power, many beneficial actions would be poor choices, as there is a finite workload available from the playerbase each cycle. Since 5C contributions are extras beyond the natural playerbase, theyre simple beneficial additions. & unless the 5C want to be discovered & hunted down, theyd be wise to hide their intentions instead of pushing inefficient merits every cycle.If a system has absolutely beneficial actions, those actions should not exist. Having them exist only reduces the complexity and tactical value of the game.
Of course, those actions pretty much can't exist, anyway, because there's always opportunity cost. You can almost always choose a better option, and 5C players would be very good at picking the worst 'good' option.
The dubious benefit of the end result of 5C, the considerable work required to enable it, the lack of voting strength to influence things.. The main benefits left would seem to be insider-intel & the morale effect on the playerbase upon eventual discovery. It's firmly in double-agent territory. Which is just fine.
You might've noticed, a lot of Powers disagree with your idolisation of representative democracy, and the playergroups I know have structured themselves to suit . It would be a loss to the diversity of the feature, if a single structure of control & organisation was imposed over every Power, regardless of the politics and ideologies they represent.It gives them exactly as much power as the participants give them. That's the beauty of democracy. If someone else wants power, they can talk to the members of the power and run themselves.
If you've got a problem with it, it's a problem with representative democracy, and as most civilized nations have discovered, while it may have its issues, it's still the best possible solution.