Builds on ideas from this previous thread:
forums.frontier.co.uk
Powerplay 1 had a (not fully implemented) turmoil and collapse mechanism that gave powers something to avoid. In PP2 we don't really have anything like it, for good and bad.
The thread I linked talks about weekly missions that Powers would be given but....what if they were taken further? What I mean is, that there are gains and losses for powers that are meaningful and worth attacking / defending. For example:
Powers have a fixed goal of fully removing 10 systems from one power. If done, the victim globally loses either all or a % of its bonuses for the next cycle. So in PP2 terms, it would be like (for one cycle) being reduced in rank and losing the corresponding perks.
Powers would also have bonuses for any rival system they render unoccupied- say, the credit rewards in the rankings or fixed amounts. So if Winters takes down a Torval system, a Grom system every player gets 50 million for each system (so in this example 100 million per player).
Taken together this makes attacking have a prize- either as beserker tactics (money) and focussed (causing pain to a rival power).
Larger powers would be in a funny poisition as having more territory being an issue- defence would be needed as 10 systems out of 1000 is harder to defend (and scout) rather than 10 in 100. It would also disrupt powers enough to be a 'loss' thats actually felt. In lore terms losing territory should be like losing face and a power leader losing grip on systems.
Also, the galactic standing should also be about gains and losses- points should be awarded not just for 'the biggest' but also:
deduct points for lost systems / gain points for inflicting losses
deduct points for stronghold > fortified demotion / gain points for inflicting loss
deduct points for >10 systems lost (and thus loss of perks) / gain points for inflicting loss
(system gains via expansion are neutral and count as normal)
This rewards activity rather than pure size. It will encourage dynamism rather than coasting on pure bulk- and that actually doing higher powerplay activities (higher as in engaging in the strategic layer of UM or preventing UM at various points) has worth.
Powerplay community goals (similar to weekly missions but power wide)
A quick and crazy idea.... Why not have per Power community goals? A community goal is essentially one shared task, so why not have each power have a set task each cycle? For example: Expand 10 systems Gain stronghold for 5 systems Undermine 10 systems until the become unoccupied ...and so...
Powerplay 1 had a (not fully implemented) turmoil and collapse mechanism that gave powers something to avoid. In PP2 we don't really have anything like it, for good and bad.
The thread I linked talks about weekly missions that Powers would be given but....what if they were taken further? What I mean is, that there are gains and losses for powers that are meaningful and worth attacking / defending. For example:
Powers have a fixed goal of fully removing 10 systems from one power. If done, the victim globally loses either all or a % of its bonuses for the next cycle. So in PP2 terms, it would be like (for one cycle) being reduced in rank and losing the corresponding perks.
Powers would also have bonuses for any rival system they render unoccupied- say, the credit rewards in the rankings or fixed amounts. So if Winters takes down a Torval system, a Grom system every player gets 50 million for each system (so in this example 100 million per player).
Taken together this makes attacking have a prize- either as beserker tactics (money) and focussed (causing pain to a rival power).
Larger powers would be in a funny poisition as having more territory being an issue- defence would be needed as 10 systems out of 1000 is harder to defend (and scout) rather than 10 in 100. It would also disrupt powers enough to be a 'loss' thats actually felt. In lore terms losing territory should be like losing face and a power leader losing grip on systems.
Also, the galactic standing should also be about gains and losses- points should be awarded not just for 'the biggest' but also:
deduct points for lost systems / gain points for inflicting losses
deduct points for stronghold > fortified demotion / gain points for inflicting loss
deduct points for >10 systems lost (and thus loss of perks) / gain points for inflicting loss
(system gains via expansion are neutral and count as normal)
This rewards activity rather than pure size. It will encourage dynamism rather than coasting on pure bulk- and that actually doing higher powerplay activities (higher as in engaging in the strategic layer of UM or preventing UM at various points) has worth.
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