Mutiny or Dynamite - to counter Scavenger power plays
Since when has scavenger had a power play? Seriously, dynamite and mutinies have always seemed to me to be most beneficial to scavenger, and anti-offworld tools, so what on earth would scav do for power that the COUNTER would be mutiny and dynamite?
What do you mean by encouraging BM player interaction? People use the black market all the time. A system where 'pay $3000, harm an opponent of this faction type' and there is one button for each faction is not a good idea. By the same token, your judging each black market effect as only being good agaisnt a particular faction type, but EMP and power surge are insane against everyone except scientific.
I really don't like your groupings at all, the whole point of the black market being like it is that some factions will become better than others in certain situations, and since you all equally know what the black market is ahead of itme you can plan accordingly. There should never be a black market tailor-made to counter a specific HQ. Your also honestly wanting slow down strike and nukes to be mandatory every single game? I wouldn't be suprised if auctions get used more than nukes. The fact as well that your wanting a black market that helps with alternate victory conditions and then says to remove holograms, the main reason why a hacker array is viable, seems odd at best. Finally, you want goon squads optional, and either power surge or EMP mandatory. Do you realise how broken this would make scavenger if you gave them emp or power surge and you had absolutly no way to stop it?