I agree with this too.
It would be a good way to introduce the contenders to the concept that sometimes a Power's needs come before personal profit if they are to succeed!
We will be happy to make it for very low profit or none at all if you guys are happy with that.
I'm not calling for hardcore mode. I think it should be a fair representation of what the player groups will experience when they finally participate in powerplay..
I think the CG's should be done for zero profit.
The players have fair warning to sort out their cash and upgrade their ships before 2nd June and I imagine that a fair number have spent the last couple of weeks building up their cash reserves anyway. Rebuys aren't that onerous and I suspect the bulk of the play will be done in private group.
This should be about being enthused about the wildcard and playing for them. Profit and credits should be taken out of the equation IMO.
I am Kumo Crew.
I am not convinced that loose knit groups or BGS specialists will want to fast track fortification week in, week out for an extended duration of time.
I don't think that's what this competition is about. I've never played powerplay, I may never play powerplay. I've never had a reason to care about it. But I am interested in the Rise to Power. I'll be taking part in the CGs so long as it doesn't mean hauling thousands of tonnes at an operating loss. It gives me, the unaligned player, a feeling of influence in the game. The competition, in and of itself, gives me content. The winning group will be the one that generates the most player involvement with that content. That seems like something you should be looking for in a new power: A group that can get people involved in working with others and gives them something to care about in the game. That, to me, is more important than who would be good at powerplay. And maybe at the end of it I will want to play powerplay: I'm pretty sure that is what FD is hoping for.
So you basically ask for the Wildcard Games and Dangerous Games to be unprofitable, although you do not plan to compete in them?
This seems to be a very easy demand. "Make life miserable for other people please, because reasons".
I do understand why these kind of suggestions are made. Some people want the dangerous games to reflect powerplay more closely..
The reality of Power Play is it costs 10000 cr per ton of preparation and fortification.
Last week the average amount of Fortification and Preparation delivered by the 10 Powers was over 3 Billion cr worth.
That's what it takes to be a Power.
So you basically ask for the Wildcard Games and Dangerous Games to be unprofitable, although you do not plan to compete in them?
This seems to be a very easy demand. "Make life miserable for other people please, because reasons".
I think one thing to consider is that the group who wins will have done so because they were able to amass significant support. Presumably the winner will have help not only from within their ranks, but also independents and people who were drawn away from their existing power. Once they win they will be like any other power, and people (probably including the ones who helped them win, as well as any new players who are interested) from outside that group will also become part of the power. The group does not need to be PP masters for the eventual power to be successful--though obviously it would help, and maybe those people have an edge anyway because of their practiced coordination.
And as for the profit angle, I'll just mirror what has been said a couple times. It shouldn't make anyone a billionaire, but it should also, at least, cover costs. If it doesn't, it gives a way unfair advantage to those groups that have tons of disposable income simply because they've been playing longer. This isn't a Game to honor rich veterans, it's about contesting the ability to garner and mobilize support--and should start on equal footing as far as resources are concerned, if we care about fairly seeing who rises to accomplish that task.
Besides, the game has always been about making money, and more importantly, IMO, who you are supporting while making it. No reason to stop that now.
My first question would be, if you have never played power play, why would you be interested in who becomes the newest power?
Make profit: the more profit, the more people will come. The more people in the systems, the more chaos and fun ensues. With pirates, bounty hunters, etc.
The last thing Power Play needs is the only new power to be added in a year to fail because it got a lot of popular support from players who are willing to help when they make a profit, but when the cold hard realities of preparation and fortification expenses hit home, there's no player support.