Other people are available in two of the three game modes, so co-op multi-player (without PvP) is possible with careful selection of Private Group members (noting the improvement to PG management that followed Distant Ganks 2, namely if a player is playing in the PG when kicked from the PG their session is terminated, reducing the mischief making potential for players who consciously break PG "rules"). Opinions vary on the necessity of PvP in any game feature.
But this is exactly how I describe in the hurdler analogy, as well as the NPC deficiencies that make Solo and PG so efficient. Powerplay is supposed to be a more immediate and visible alternative to the BGS (hence its mechanisms). If two modes have less potential attackers in them, what are you going to pick?
Depends on what rank the player wants to maintain.
But the situation is still the same- its not a casual opt in or out like the BGS, where there is no consequence at all.
Tying modules to Powers was a decision made rather odd due to retention after de-pledging as it encourages min/max players to module shop.
It was a bribe by and large, so that pledge population sizes would be larger. But, because Powerplay works at a mathematical level people found the quickest way to dump merits to get there (as seen in close systems being fortified to 1000% levels).
While there may only be one correct way to play it, there's no guarantee that participants seek out groups for guidance.
And is why a lot of people who go in cold wind up frustrated and leave, or get confused and do the wrong thing (accidental 5C). I have personally flown out and chatted to people in Open to guide them because there is nothing in game to explain the rules- note also there is no Powerplay entry in the pilots handbook.
"Done well" is subjective, as is the necessity, or lack thereof, for a second abstracted system to deal with a perceived problem.
The BGS is heavily abstracted, that is battles are won via the amount of CZs in aggregation over 24 hours- like chess by post- you see the result of your actions each tick interval. Powerplay
is abstracted, but much much less- actions are 1:1 and seen in real time (i.e. I move a merit and it will appear instantly on the score). These systems are different and allow different experiences- one is slow and at your own pace, the other is immediate (or allows for it). People clamour for a more representative BGS, Powerplay is that- but its hamstrung by modes.
The issue with the proposal to is the retrospective PvP-gating of base game content when the base game has, and continues to be, sold to all as a game where PvP is entirely optional - effectively taking it away from players who eschew PvP (and there's no requirement to even tolerate PvP in this game) and removing it completely from players who don't enjoy premium platform access on their console.
And, if players in solo and PG have content thats geared to them in Powerplay they still have a role in that feature. The other is that by limiting interactions via modes certain features like Powerplay are rendered down to the same experience as another feature with less work required- meaning Powerplay loses its reason to exist in the game.
... and Open only proponents are suggesting that everyone goes in to Open - whether they like PvP, or not.
You may not like it, but other people do- its sensible to cater for everyone in a focussed way rather than expecting features to fit every play style as is.
I suspect that one of the reasons that Powerplay proved to be unpopular is the permanent "target" on the back of each pledged player, whether or not they are engaging in Powerplay activities.
But thats the point of it, and one that a lot of players expected. Its a direct competition- if you don't want that don't pledge. I imagine your example applies to module shoppers who want the module and not the 'baggage'.
.... or one participant arrives on the track just after an optional bout of wrestling.
Its still asking your opponent to wrestle, because without crossing into anothers lane they can't do anything. Powerplay should be in part or wholly about having a hurdle race with no lane markings at all; so if you want to wrestle your opponent you can, while another hurdler takes their place running.