Yeah... so I can totally get how the current impact factions-in-control can have on PP... fundamentally, I'm someone who loves supporting a faction through the BGS and think FD introducing PMFs was a bad idea... even before PP, I remember thinking the whole thing of PMF submissions was unsustainable, abusable and ill-conceived. But it is what it is, and thankfully submissions are closed now.
See, this is where I'm going to jump on my old bandwagon of "FD need to desperately flesh out antagonistic game opportunities"
Like I alluded to... the power in control needs to create gross changes to the play environment which are
still meaningful and, most importantly, balanced.
Power activities need to look and feel like normal activities (not merit porting), but deal with gross-scale issues; if you're doing power activities in contested systems, they reflect that... but also influence what's going on with factions... Patreus might offer activities to go out and support Imperial factions in a war state which has impact on both those factions and the power.
But at a factional level, it significantly changes the interactions occurring within the system. Assume a particular power aligned with a superpower controls a region.
- Aligned faction activities are lawful, so, you go bounty hunting, you trade to exploit the market conditions provided by the power for good rewards;
- Anti-aligned faction activities are unlawful, so, you fight authorities[1], smuggle weapons and such for comparably good rewards.
- Independent faction activities are maybe a mix?[2]
But these only have factional level impact. So essentially:
- Activities supporting a power affect the power and local factions; and
- Activities supporting a local faction only affect the local faction
Then casual Joe players unaligned with any power have a choice to make... they were happily running a good set of Imperial trade runs in a region, but now a Federal power has establish influence in the region. Does this Joe then;
- Pivot to supporting the federation's lawful trade opportunities and maintain their current activities, taking a minor hit while they work their federal rep up? or
- Pivot to smuggling or combat in support of the Empire, activities they don't usually do.
Either way, that affects the factions in the region only, but creates that background sim "moulding" that FD wanted it to be. Meanwhile, from a power perspective, a power has can have success in a region regardless;
- A Power-region containing Superpower-aligned factions are supported to benefit the Power; and
- Antagonistic non-aligned factions are kept in check by agents of the Power... so any impact of those factions is kept in check allowing the opposed Power to continue to prosper.
Exactly. Pre-PP, FD incorrectly assumed that players would care about the Superpower, not the individual factions. FD's failing was that they didn't actually flesh out what supporting a superpower looked like (in fact, there's nothing; it's just support-by-proxy through supporting factions). By making superpowers meaningful in an activity sense, Powers become the driver for how that superpowers influence the galaxy, and factions are simply the "lived experience" for players.
[1] Although i highlight it, this is where fleshing out antagonistic game opportunities is needed. At present that just gets you bounties and notoriety.
[2] How Independent factions play in is awkward... as are Anarchies. There's a tropey view that Empire and Federation hate each other, and Alliance/Indies are neutral to them, meanwhile Indies and Alliance hate each other, and Empire/Federation are conversely neutral to them. Workable, but i hate it.