Well, you tried to imply that it was Devs who brought it up first, which was actively incorrect. The devs themselves say, in the first post, "We’ve seen this topic discussed many times and we think it’s time we addressed it directly to get as much quality feedback as possible. "
"We've seen this topic discussed many times"
Translation; They are only talking about it because players keep bringing it up.
A fair point, but at the same time its up to them to agree with it and take it further. FD are not in the habit of dropping bombshells without reason.
Not necessarily. For example, players already do missions and wing missions, but it's difficult to find other players to do them with. If you added wing matchmaking for missions, you'd still need to go to places with lots of players to join (or find players to join) those missions in the first place, and pre-made meeting places like Power Headquarters would be an excellent place to do that.
I can't argue that would be a bad thing, its just not how Power groups use tools, most will log onto Discord, see who is in game (everyone is linked via friends or squadrons) and go to each other, or the preplanned area discussed in discord. In solo or PG aside from chatting, there is no real need for much more than that.
The players wouldn't be there specifically for the Power itself, but they would be there, supporting the factions under the power's control. This would become even easier if the dev suggestion for power-based missions: "Missions for factions in a system that share a power’s superpower award a number of Powerplay successes when completed" were added. At that point you're in open, supporting the local Power, with no further incentive needed other than increased rewards and teamwork from wing missions.
All you need from that point is a point to the game(powerplay, that is), and players are already 9/10ths of the way to being a part of the faction and in open.
This aspect is what I elaborated on (since the proposal was quite woolly) with the solo / PG and open split. NPCs work best at mission scales, and its these missions that generate fortification materials that are moved in open against other pilots. Both sides are co-dependent on each other, but they both get focussed gameplay- solo PG gets missions that can be power specific, lore based and it keeps the issue of modes out of things, because each mode has a role that does not overlap.
No different from any other chat ingame.
Then really the only difference is the ability to indicate you want something over distance.
I think they have some decent ideas, but they're almost all solutions to peripheral problems, not to the real issues.
Right now? I don't think it's much of anything. It's a pretty overlay on the galaxy that, ultimately, serves little actual purpose, and has no real motivation for players to join, or even to exist. The main sources of conflict and drives for cooperation are almost entirely seated in the imaginations of the players, not in the mechanics of the 'game'(if you can even call it that).
This is fair, to a point. Powerplay was supposed to be Game of Thrones in space, where powers fought to survive at the expense of other powers. Conflict
is driven between player groups, but the same can be said for the BGS PMFs- they have even less impact on the galaxy. Your last point~
not in the mechanics of the 'game'
is what open + mega UM + unified fort direction is about- its making those repetitive tasks complex via player interaction- an interaction far beyond what NPCs can do. At no point can an enemy rush your capital and upend your day, forcing you to radically change how you approach keeping your power solvent.
I think that, if Powerplay is ever to become a real, meaningful aspect of the game, it needs to be changed into a game in the first place. Right now, it's basically a bunch of people with paintball guns shooting each other randomly, except nothing happens when you shoot someone and they just shoot you back,
This is relevant too, because the above three elements make that more meaningful tactically. If you stop half of fortification, thats a problem for a power that needs that fortification to generate CC to overcome a CC deficit. The shooting then has a purpose- I don't care if its people or NPCs that do it, but it has to be there to make that action of moving a tactically important cargo meaningful and interesting.
so once the initial enjoyment of having a paintball gun fades, you're just left with a blob of people continually shooting each other for no reason or purpose. Most people have long since gone home, but a few last players still stand there, mindless pouring paintballs into each other, having long since forgotten why they're there in the first place.
And thats
fine. At one level Powerplay is about that, about being a rival and going after those who are not on your side.
In desperation, these players petition again and again for the sidewalks nearby their game to become accessible, so they can shoot passersby too, not realizing that all that will happen is pedestrians not walking there anymore, with the side effect of even less people joining their decrepit 'game'.
And this is why I think a weighted approach is probably the way to go- its far simpler to implement, and ties to risk and reward. Solo and PG still contribute, and that NPCs in those modes can remain as they are (so less work for FD, which makes it more likely to happen).
It's stale, and stagnant, not because of the mechanics that make defense impenetrable, but because an unchanging playing field, a disconnect from the universe, and a lack of real benefits for participating, leaves no reason to expand.
Its a load of nested issues:
its stagnant because there is no decent system worth fighting over any longer
its stagnant because attack is too hard, meaning powers turmoil less, meaning less territory to fight over
nothing changes because there are no more good moves to take when powers need to eat each other
collapse would have made a sink or swim feature, without it the reason to expand is lessened
Powerplay is disconnected because its overtly competitive (which is unique in ED), but it does have an impact re bonuses / penalties imposed. Its just they are so slight no-one notices, and because ssytems hardly ever drop its permanent (why open and its freedom fighter mechanic with non pledged would work, creating a reason to care, since you can fight back)
consoldiation made attack much harder. Powers use it week in, week out, making UM totals huge.
Powerplay is
slow. Powerplay phases are weeks in length- week to prep, week to expand, two weeks to drop systems. When doing this week in, week out people rightly wonder what fills the time- without NPCs or players harrying you its nothing, hence its boring at a macro level and interesting at a higher level n overview.
The galactic standing: without collapse its useless other than feeding into the 1/2/3 bonuses eeach power has, which are largely pointless in our credit inflated age. Its still a mystery how it works, when a simplified version with in game consequences would make position more relevant. But in the end its ignored because Powers have historical rivalries- Feds hate Imps, Imps hate Feds and Archon and so on carried by player group lore.
In the beginning merit decay and the 30 minute allocation were the main issues, whereas now with endless money its not a problem to buy your way. The mechanics are well understood (bar one or two areas) so the main bugbear is the actual flying part really.
5C and weaponised expansions have largely replaced conventional attacks, so energy spent is more about countering pointless moves when it should be about a straight up battle.