The current version of Powerplay has several issues. The complexity and lack of reward of simple logistics operations is definitely one of them.

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Powers could have two types of goods to haul, specialist faction goods and bulk. The Powers will pay while there is a need at the destination. That is an intuitive mechanic. Instead hindering powers with non-availability of goods, borrow the BGS mission element of appropriate opposition. Then it will be more fun.

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The basic purpose of Powerplay is endless expansion or collapse, and the ranking of powers, as if players were more fans of Powers than warriors. What could alter it would be more concrete objectives that both have impact on loyal players and focus action. One simple method would be to have 'faction' ships with a small advantage over regular ships. For faction ships to be available a power perhaps needs to control four of seven systems which carry the bonus for that particular ship. Then the faction ship is available to top ranked players. This sort of system adds depth to the galaxy, more than two hundred systems would have added special interest. You could more systems with bonuses to Power weapons, if a Power controls sufficient of the specified systems their weapons are improved.

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Another basic dynamic that is just wrong is the loss-making systems element. Powerplay could be integrated with the BGS and there would be no control spheres, instead pledged minor factions would replace them. Then a Power could respond to losses by improvements rather than by expansion. Remove the ranking system and replace it with a system where a Power needs to control a minimum number of systems to exist and you would have a simple intuitive method of having new Powers emerge.

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The original approach to politics was based on how dangerous a system was to commanders, so that what differentiated a feudal system from a democratic one was that there were more pirates in a feudal system. A more advanced system at the BGS level might remove anomalies like feudal factions going into election with dictatorial ones. Missions should reflect the local politics, so that NPC minor factions support friends and attack enemies. Then a Power could leverage control of a region rather than take it over with no more concern to its contents than whether half the governments are totally opposed to it or not. Of course it would help if the Powers themselves made more sense in political terms.

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Lastly the entire fixed 'combat zones' and 'undermining' mechanics need revision. The notion that you can undermine by killing ships from other than the controlling Power is silly. The concept of taking over a combat zone so that you can farm the trickle of reinforcements belongs more to an app game. Spawn fleets or patrols or convoys in supercruise, or varying sizes, doctrines- and merit rewards. If two fleets happen to encounter each other, that would be a 'combat zone.' This could add fun, complexity and a top-level challenge for commanders.

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Time pledged doesn't seem a blunt modifier for benefits, though in-game time or merit totals before decay might be better? The Powerplay grind to access a factions specialist weapon is not great as it is, rank three seems fairly easy compared to all the other types of grind.

