The biggest problem of Powerplay 2.0 is no different from the biggest problem of Powerplay 1.0; there is no reason to do it.
I'm pledged to Zemina Torval. I am pledged because I like to mine, and this gives me a reason to mine once credits are no longer sufficient motivator. But this, in turn, begs the question; WHY does this give me a reason to mine? What benefit is there in making my power bigger and other powers smaller? Why bother fighting at all?
This isn't like a shorter-term game of a first person shooter or moba. It isn't even a medium-term game of Risk or Age of Empires. This is a game that is played out for weeks, months, years. There is no 'winning'. Likewise, there is no losing. What is the point of expanding to control every possible system?
In my PP2.0 proposal I made a few years back, one of the key aspects of the game was that by claiming more systems, you could gain extra bonuses for your power and yourself. This gave an incentive to expand to as many systems as possible, and to fortify your existing systems to maximize their benefit. Everyone would always have something to work towards. Unfortunately, this system seems to completely lack anything like that, and, in fact, any reason to fight at all. Instead, the only real motivator is your personal rank, but as we've seen that predominately just encourages players to seek out the most efficient way to level up personally, ignoring their power altogether.
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Perhaps a good starting point would be to make the progress of the power personal. Give participating players rewards for participating in the capture, defense, fortification, or undermining of a system, in merits, similar to the rewards for capturing a thargoid system.
For example, if a system is being undermined, you get an extra personal merit for every merit you contribute, up until the fortification matches the undermining. This encourages players to defend their power.
On the flipside, if you successfully undermine a system, 1x the number of merits needed to undermine it(before fortification) would be spread among the underminers according to their personal levels of effort. The same would go for fortification, though perhaps more moderately. If it takes 200k merits to fortify a system, and you did 20k worth, then on the system being fortified by another level, you might get a bonus 10k, a 50% bonus. That would encourage players to actively participate in their power's defense and offense.
That would at least make this process more personal and involved, encouraging players to play for the benefit of their power, not just for the benefit of themselves.
I'm pledged to Zemina Torval. I am pledged because I like to mine, and this gives me a reason to mine once credits are no longer sufficient motivator. But this, in turn, begs the question; WHY does this give me a reason to mine? What benefit is there in making my power bigger and other powers smaller? Why bother fighting at all?
This isn't like a shorter-term game of a first person shooter or moba. It isn't even a medium-term game of Risk or Age of Empires. This is a game that is played out for weeks, months, years. There is no 'winning'. Likewise, there is no losing. What is the point of expanding to control every possible system?
In my PP2.0 proposal I made a few years back, one of the key aspects of the game was that by claiming more systems, you could gain extra bonuses for your power and yourself. This gave an incentive to expand to as many systems as possible, and to fortify your existing systems to maximize their benefit. Everyone would always have something to work towards. Unfortunately, this system seems to completely lack anything like that, and, in fact, any reason to fight at all. Instead, the only real motivator is your personal rank, but as we've seen that predominately just encourages players to seek out the most efficient way to level up personally, ignoring their power altogether.
---
Perhaps a good starting point would be to make the progress of the power personal. Give participating players rewards for participating in the capture, defense, fortification, or undermining of a system, in merits, similar to the rewards for capturing a thargoid system.
For example, if a system is being undermined, you get an extra personal merit for every merit you contribute, up until the fortification matches the undermining. This encourages players to defend their power.
On the flipside, if you successfully undermine a system, 1x the number of merits needed to undermine it(before fortification) would be spread among the underminers according to their personal levels of effort. The same would go for fortification, though perhaps more moderately. If it takes 200k merits to fortify a system, and you did 20k worth, then on the system being fortified by another level, you might get a bonus 10k, a 50% bonus. That would encourage players to actively participate in their power's defense and offense.
That would at least make this process more personal and involved, encouraging players to play for the benefit of their power, not just for the benefit of themselves.