The fundamental problem with making Powerplay Open-Only.

There's been a lot of discussion about whether or not Powerplay should be Open Only.

There are some fair points here; namely, that right now, there's little way to directly counteract the actions of an opposing faction, and that things are biased against combat. Instead, you need to just counter-grind them, doing more work than them in the same time period. This can feel unfair to players who want to be able to go out and directly stop these players, instead, as well as biasing against the combat side of things.

The current balance of power is clearly tilted away from Combat, especially in Open. Combat is slower, and playing in Open has no real benefits with many downsides, such as being killed by enemy factions, or even killed by just random gankers. If your objective is playing efficiently, then being in Open is clearly a poor choice. Okay, fair enough, these are reasonable complaints.

But does that mean open-only is a reasonable solution to these problems?

I don't think so. There's a fundamental problem with this proposal, and it has to do with balance of power, and what players will do in response to that balance.

What is the goal?

Firstly, as we talk about trying to fix this bias in the balance of power, what is our desired goal? After all, while the current form isn't fair, we don't want to take things too far and make them just as unfair to the opposite side. Clearly, if having the balance of power shifted to one direction(cargo hauling) is unacceptable, then having it equally shifted the opposite direction(combat) is no better. It's not solving the problem, just moving it from one pole to another.

And that's the problem with moving Powerplay to Open-Only. It shifts the balance of power ENTIRELY to the combat, putting it 100% at the whims of the combat players.

Why? Because no matter what you do, a pvp-optimized build will ALWAYS beat a cargo-hauling build. The current state of combat balance ensures that even attempting pvp in such a case simply doesn't work, because the other player will have a massive advantage from using cargo space for combat modules. Yes, the cargo hauler can often escape, but that will often mean high-waking away, which simply resets the fight, getting them nowhere.

Yes, the cargo hauler can bring escorts, but again, that puts power 100% in the domain of the combat players, with the cargo hauler a subservient second class.

To make matters worse, while Cargo haulers must face these challenges, as they MUST go to several pre-determined locations that can be defended, enemy combat ships face no similar restrictions. If your only goal is to destroy a target faction, all you need to do is drop in on a ring repeatedly and blow up civilian ships that spawn, and then the cops that follow. There is no way to locate a player doing this and no way to stop them, open or solo.

Is this truly a solution, when the net result is moving the balance of power entirely into the combat players' court? And what would the actual end result be?

---

What would be the net result of changing Powerplay to Open-Only?

Many people hope that it would result in many more players playing in Open, giving them more and better opportunities for rp-based combat, but I suspect the exact opposite would be true. The players who don't currently play in Open do so because they don't enjoy pvp. Not enjoying pvp is different from not enjoying any aspect of pve content; pve can be balanced to allow any player to complete it, with time and effort. Pvp is different; by nature, it will always skew towards the top 20% of combat pilots, who will win 80% of the time(See the Pareto Distribution). This means that, for many pilots, succeeding in a pvp context is quite literally impossible. It's not something you can work your way over, it's simply out of reach forever.

Making Powerplay open-only offers these players a choice; forcibly experience something they don't like(and often literally cannot win at, due to the fact that pvp always biases towards to most skilled players)....or don't do powerplay at all.

I strongly suspect that the net result would be SOME players moving to Open to try to continue, but as pvp rapidly comes to dominate the powerplay experience, and players discover that becoming skilled enough at pvp to succeed requires a much larger investment of time and effort than they're willing or able to put forward, the end result would be a powerplay far less active than even the current diminished version.

---

What is a more realistic solution?

The fundamental problem with this approach is that it assumes you can force players to engage in an activity they don't enjoy. This may work with short-term activities, like unlocking an engineer or a few ships, but Powerplay is nowhere near short-term. It requires sequential investment over long periods of time, and if players have a game they don't enjoy, they'll respond by just not playing.

So what is the solution? It might seem obvious, but make the game fun to play.

The most fundamental problem with Open right now is that the default two encounters you'll have with other players are A: Ignoring them, or B: Being killed by them. This is because these are the things the game does best at facilitating! It makes these two things EASY, while making most other shared activities frustratingly difficult by default!

If you're doing a wing mission and you see another player and you want to work with them, you need to go through multiple menus and requests, just to join together in the same wing. And then, afterwards, you're left with a 'friend' you most likely will never see again, requiring yet more menu fiddling to get rid of them. Most often if you're traveling and you see another player, that player will be going in an entirely different direction from you(and you have no way of knowing), so there's no point in anything other than a quick waggle of your wings. There's no way ingame to communicate with other members of your faction, so trying to coordinate action with other members requires the assistance of out-of-game apps and forums. BGS manipulation is completely obscured, so it's impossible to tell if another player is helping you or hurting you. Opening your ship for multicrew as often results in them shooting a station as actually helping you. And so on, and so forth.

THESE are the ways that the game should be changed to make Open Play more desirable and used. Facilitate positive player interaction, and make the process easy and fun, not a chore.

But don't just assume you can force players to engage in a game they not only dislike, they have no chance of winning. They'll do exactly what anyone would do in that situation.

Leave.
 
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I’m not your target audience because I’m not really interested in Powerplay, not even for shiny modules it seems, but in my deference to more knowledgable opinions on the matter than my own I do have some sympathy with the OOPP proposals (while being very much in support of the modes as they stand for ‘core’ gameplay).

So thank you for a refreshing analysis of the situation (y)
 
Outgrinding is expected in every game activity with opposite sides - CG, BGS, PP. Elite Dangerous was developed with three game modes in mind (solo, group, open) and so it has never restricted any activity impact due to the game mode being used.

PP is actually the only activity that gets some weighting (HQ distance, number of sytems and BGS governments) which can result into dynamic triggers that actually balance out a power from getting too big/small. A player faction indirectly gets this effect when it expands into too many systems and starts spreading too thin for the player efforts to properly manage, but those can be avoided with diplomacy to avoid getting into conflict (a system can fit 7+ factions and each asset can have a different owner, after all, so there's a lot of room for coexisting).

You oppose undermining with fortification, and vice-versa. If both happen, they cancel out each other and nothing else can be done... which is really a big issue when you consider that there is no way to improve system CC values and this is really the current problem in my opinion. This causes:
1. Thousands of systems are in a situation that powers will never want due to overhead+upkeep easily exceeding the income a system could offer
2. Many currently controlled ones are in a situation that a power actually would prefer losing because they're just negative CC and they can't do anything about it.
3. Very bad actions due to unknowing or malicious players that self-harm a power... the infamous 5C. You can't ever recover from a bad expansion very near HQ, for example.
4. Economies that are barely holding together, so they can't afford to be on the offensive - you can attack other powers by expanding in a way that contesting their systems, but you need a healthy economy to do that and not get bit by that later on.
 
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There's been a lot of discussion about whether or not Powerplay should be Open Only.

There are some fair points here; namely, that right now, there's little way to directly counteract the actions of an opposing faction, and that things are biased against combat. Instead, you need to just counter-grind them, doing more work than them in the same time period. This can feel unfair to players who want to be able to go out and directly stop these players, instead, as well as biasing against the combat side of things.

The current balance of power is clearly tilted away from Combat, especially in Open. Combat is slower, and playing in Open has no real benefits with many downsides, such as being killed by enemy factions, or even killed by just random gankers. If your objective is playing efficiently, then being in Open is clearly a poor choice. Okay, fair enough, these are reasonable complaints.

But does that mean open-only is a reasonable solution to these problems?

I don't think so. There's a fundamental problem with this proposal, and it has to do with balance of power, and what players will do in response to that balance.

What is the goal?

Firstly, as we talk about trying to fix this bias in the balance of power, what is our desired goal? After all, while the current form isn't fair, we don't want to take things too far and make them just as unfair to the opposite side. Clearly, if having the balance of power shifted to one direction(cargo hauling) is unacceptable, then having it equally shifted the opposite direction(combat) is no better. It's not solving the problem, just moving it from one pole to another.

And that's the problem with moving Powerplay to Open-Only. It shifts the balance of power ENTIRELY to the combat, putting it 100% at the whims of the combat players.

Why? Because no matter what you do, a pvp-optimized build will ALWAYS beat a cargo-hauling build. The current state of combat balance ensures that even attempting pvp in such a case simply doesn't work, because the other player will have a massive advantage from using cargo space for combat modules. Yes, the cargo hauler can often escape, but that will often mean high-waking away, which simply resets the fight, getting them nowhere.

Yes, the cargo hauler can bring escorts, but again, that puts power 100% in the domain of the combat players, with the cargo hauler a subservient second class.

To make matters worse, while Cargo haulers must face these challenges, as they MUST go to several pre-determined locations that can be defended, enemy combat ships face no similar restrictions. If your only goal is to destroy a target faction, all you need to do is drop in on a ring repeatedly and blow up civilian ships that spawn, and then the cops that follow. There is no way to locate a player doing this and no way to stop them, open or solo.

Is this truly a solution, when the net result is moving the balance of power entirely into the combat players' court? And what would the actual end result be?

---

What would be the net result of changing Powerplay to Open-Only?

Many people hope that it would result in many more players playing in Open, giving them more and better opportunities for rp-based combat, but I suspect the exact opposite would be true. The players who don't currently play in Open do so because they don't enjoy pvp. Not enjoying pvp is different from not enjoying any aspect of pve content; pve can be balanced to allow any player to complete it, with time and effort. Pvp is different; by nature, it will always skew towards the top 20% of combat pilots, who will win 80% of the time(See the Pareto Distribution). This means that, for many pilots, succeeding in a pvp context is quite literally impossible. It's not something you can work your way over, it's simply out of reach forever.

Making Powerplay open-only offers these players a choice; forcibly experience something they don't like(and often literally cannot win at, due to the fact that pvp always biases towards to most skilled players)....or don't do powerplay at all.

I strongly suspect that the net result would be SOME players moving to Open to try to continue, but as pvp rapidly comes to dominate the powerplay experience, and players discover that becoming skilled enough at pvp to succeed requires a much larger investment of time and effort than they're willing or able to put forward, the end result would be a powerplay far less active than even the current diminished version.

---

What is a more realistic solution?

The fundamental problem with this approach is that it assumes you can force players to engage in an activity they don't enjoy. This may work with short-term activities, like unlocking an engineer or a few ships, but Powerplay is nowhere near short-term. It requires sequential investment over long periods of time, and if players have a game they don't enjoy, they'll respond by just not playing.

So what is the solution? It might seem obvious, but make the game fun to play.

The most fundamental problem with Open right now is that the default two encounters you'll have with other players are A: Ignoring them, or B: Being killed by them. This is because these are the things the game does best at facilitating! It makes these two things EASY, while making most other shared activities frustratingly difficult by default!

If you're doing a wing mission and you see another player and you want to work with them, you need to go through multiple menus and requests, just to join together in the same wing. And then, afterwards, you're left with a 'friend' you most likely will never see again, requiring yet more menu fiddling to get rid of them. Most often if you're traveling and you see another player, that player will be going in an entirely different direction from you(and you have no way of knowing), so there's no point in anything other than a quick waggle of your wings. There's no way ingame to communicate with other members of your faction, so trying to coordinate action with other members requires the assistance of out-of-game apps and forums. BGS manipulation is completely obscured, so it's impossible to tell if another player is helping you or hurting you. Opening your ship for multicrew as often results in them shooting a station as actually helping you. And so on, and so forth.

THESE are the ways that the game should be changed to make Open Play more desirable and used. Facilitate positive player interaction, and make the process easy and fun, not a chore.

But don't just assume you can force players to engage in a game they not only dislike, they have no chance of winning. They'll do exactly what anyone would do in that situation.

Leave.

Problem 1: Powerplay has is that it sits in the shadow of the BGS which has eaten its lunch- with the BGS you can go multi mode and play the entire game to further it, whereas with Powerplay you have two 'missions' that date from 2015- haul and shoot.

Problem 2: modes are imbalanced- NPCs do not provide a structured enemy action in solo or PG, leading to easy fortification in solo, PG AFK turretboats with heal beams breaking combat merits while open provides resistance. This leads onto...

Problem 3: Its far too easy to defend in Powerplay, its whats led to its current state because the bias is with easy fortification, consolidation and its hard to attack in a way thats congruent to the feature (i.e. not using weaponsied expansions, 5C etc which often flow from sock puppeted powers).

Problem 3a: the bubble is full because defence is too easy, leading to stagnation. Powers week in, week out go for consolidation leading to a boring game. You know its bad when one expansion attempt moves a power up 5 places and is the only expansion that week out of eleven powers. With a combat focus powers will always be vulnerable.

Problem 4: Powerplay is designed to be 1:1 action, and not abstracted. The BGS uses abstractions like the tick and actions form an aggregate of the days work. Powerplay is not desigfned this way- you have explict territory, pledges, near real time feed back all coming together so you can follow an action and see it appear on the UI 1:1. If you make Powerplay an abstraction like the BGS it becomes incredibly dull.

Problem 5: Powerplay is at its heart a CG for each of your control systems plus any expansions and prep sites. A median number is about 50. Compare ineffectual NPCs to effective commanders and you can see how easy one mode can support such sizes.

Problem 6: Powerplay is not about positive action. Its you and your power screwing over another in any way possible- its gang warfare.

You also forget teamwork and the tactics, new ship builds and skill that no other part of the game uses. People want structured PvP- give it to them. The PvP on offer in Powerplay would be much more complex and nuanced, all planned and player driven with actual objectives.

All Powers offer training, and its in their best interests to keep haulers alive because thats how the power survives.

Lastly, from what FD have said the only new gameplay on offer is Open. None of the other suggested tweaks gives anything, in fact the entire proposal revolves around it.

But don't just assume you can force players to engage in a game they not only dislike, they have no chance of winning. They'll do exactly what anyone would do in that situation.

Leave.

Going by the numbers of respondents in polls here and elsewhere, many more would come to Powerplay than leave it.
 
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Outgrinding is expected in every game activity with opposite sides - CG, BGS, PP. Elite Dangerous was developed with three game modes in mind (solo, group, open) and so it has never restricted any activity impact due to the game mode being used.

PP is actually the only activity that gets some weighting (HQ distance, number of sytems and BGS governments) which can result into dynamic triggers that actually balance out a power from getting too big/small. A player faction indirectly gets this effect when it expands into too many systems and starts spreading too thin for the player efforts to properly manage, but those can be avoided with diplomacy to avoid getting into conflict (a system can fit 7+ factions and each asset can have a different owner, after all, so there's a lot of room for coexisting).

You oppose undermining with fortification, and vice-versa. If both happen, they cancel out each other and nothing else can be done... which is really a big issue when you consider that there is no way to improve system CC values and this is really the current problem in my opinion. This causes:
1. Thousands of systems are in a situation that powers will never want due to overhead+upkeep easily exceeding the income a system could offer
2. Many currently controlled ones are in a situation that a power actually would prefer losing because they're just negative CC and they can't do anything about it.
3. Very bad actions due to unknowing or malicious players that self-harm a power... the infamous 5C. You can't ever recover from a bad expansion very near HQ, for example.
4. Economies that are barely holding together, so they can't afford to be on the offensive - you can attack other powers by expanding in a way that contesting their systems, but you need a healthy economy to do that and not get bit by that later on.

The issue is that grinding is not good gameplay because its repetitive and uniform. Hauling in Powerplay is far too easy in solo, leading to an imbalance- NPCs simply don't fight back when they should- if they did (and each mode offered a base challenge that was meaningful) multi mode Powerplay using the current design would work better.
 
In fact, the solution is to give both Solo / PG and Open what they want:


Its obvious the current design is flawed in all directions and makes no-one happy. Powerplay as it is today overlaps all the weak spots of the game.
 
The issue is that grinding is not good gameplay because its repetitive and uniform. Hauling in Powerplay is far too easy in solo, leading to an imbalance- NPCs simply don't fight back when they should- if they did (and each mode offered a base challenge that was meaningful) multi mode Powerplay using the current design would work better.

PP ships being basically non-scaling is a real issue indeed, I'll never understand why the difficulty doesn't scale to what you're holding so game modes don't get used as a way to entirely avoid combat outfitting for maximum efficiency.

10-100 PP cargo: you won't even get interdicted, this is a reasonable safe-zone for newbies or chill haulers
101-300 cargo: fair chance of interdiction, but still avoidable and those ships won't be ultra engineered
301-500 cargo: consecutively harder interdictions, don't expect to haul more than 3-4 jumps and get away with it
501+ cargo: unavoidable auto-failure interdiction (so you can't just submit, get slapped for 10 seconds and leave), spec ops level ships, you better have a wingmate or a combat capable ship, but this introduces an issue of not being worth it (unless beating those challenging ships introduced rewards like extra fort merits, or UM vouchers so you'd want a wing to get these... but this feels like a really natural way to introduce content like those crazy AX challenges instead of some lazy bonus like +100% for merits done entirely in open).

Similar thing with combat merits, but those ranges should be like 3x or 4x higher - if you're holding a lot of merits, expect wings spec ops-level ships to be going after you with impossible to avoid interdictions, and harassing you at combat locations (no more week-long turret boats, and easy chill UM only lasts for so long). If you're in a wing that is basically undermining an entire 20k+ trigger system in one go, expect multiple wings of spec ops to be harassing you.
 
I have a better idea:
Scrap the entire thing.
PP is D&D something that devs like Brookes love. Sorry but its 2020. The need for imagination worked in 84-93.

The new and fresh cm’s can see the crapfest.. they just need more time to come up with ideas. I have faith in them.
 
The issue is that grinding is not good gameplay because its repetitive and uniform. Hauling in Powerplay is far too easy in solo, leading to an imbalance- NPCs simply don't fight back when they should- if they did (and each mode offered a base challenge that was meaningful) multi mode Powerplay using the current design would work better.
Based on the current ruleset fortification will always win over undermining, even if PP was open only.
You can't stop all cargo vessel to reach a station - that would require you to blockade it 24/7 - not feasible.
As soon as you are detected to seriously undermine a system, the enemy knows which system to focus on fortifying. And for them it doesn't really matter to lose some shipments, as long as some get through they will reach their goal of at least cancelling out undermining.
You also can't just park your murder hobo wagon there all the time, because you run the risk to die and lose all your undermining effort.
Not to mention dropping carriers at different stations of a targeted system to minimize the supercruise travel time...

Don't know whether they are just psychic or there are other ways to figure out that a system is undermined, even while doing so in solo and before handing it in. Tried a couple of different "out-of-focus" Fat Eddy systems the last weeks, and they always fortified them while I was still in the middle of undermining in solo...
 
PP ships being basically non-scaling is a real issue indeed, I'll never understand why the difficulty doesn't scale to what you're holding so game modes don't get used as a way to entirely avoid combat outfitting for maximum efficiency.

10-100 PP cargo: you won't even get interdicted, this is a reasonable safe-zone for newbies or chill haulers
101-300 cargo: fair chance of interdiction, but still avoidable and those ships won't be ultra engineered
301-500 cargo: consecutively harder interdictions, don't expect to haul more than 3-4 jumps and get away with it
501+ cargo: unavoidable auto-failure interdiction (so you can't just submit, get slapped for 10 seconds and leave), spec ops level ships, you better have a wingmate or a combat capable ship, but this introduces an issue of not being worth it (unless beating those challenging ships introduced rewards like extra fort merits, or UM vouchers so you'd want a wing to get these... but this feels like a really natural way to introduce content like those crazy solo AX challenges instead of some lazy bonus like +100% for merits done entirely in open).

Similar thing with combat merits, but those ranges should be like 3x or 4x higher - if you're holding a lot of merits, expect wings spec ops-level ships to be going after you with impossible to avoid interdictions, and harassing you at combat locations (no more week-long turret boats, and easy chill UM only lasts for so long). If you're in a wing that is basically undermining an entire 20k+ trigger system in one go, expect multiple wings of spec ops to be harassing you.

They do that now (sort of) in that if you are holding merits / cargo / have a PP bounty they will attack.

The underlying problem in all of this is one that is inherited from the wider game- NPCs in general have very few places to 'get' you. A hauler can take off and FSD out in total safety inside the stations protection (i.e. they exit the system before NPCs can reach them). SC gets overused as a place to ambush and you can drop right down into a stations protection- in most cases you'll never see any enemy at all, which is not making dynamic situations or interesting gameplay. There are solutions to this- but they require greater change that I don't think FD would do, but I collated them here:

 
Why? Because no matter what you do, a pvp-optimized build will ALWAYS beat a cargo-hauling build. The current state of combat balance ensures that even attempting pvp in such a case simply doesn't work, because the other player will have a massive advantage from using cargo space for combat modules. Yes, the cargo hauler can often escape, but that will often mean high-waking away, which simply resets the fight, getting them nowhere.
I can't agree with this: it's not as easy as you think to set up a blockade: yes, the cargo runner would have to jump out and try again but instancing is what it is, and a blockade would have to manned and players doing the blockading wouldn't be able to do anything else.
There are also various tactics available for avoiding blockades, such as sending in a fast ship such as a courier in advance to the destination station, then jumping in on him using nav lock. If the other 3 cargo ships come into system together, probably two will get through if we are talking about a 4 v 4 wing contest. This kind of gameplay is great fun by the way ..
 
Based on the current ruleset fortification will always win over undermining, even if PP was open only.
You can't stop all cargo vessel to reach a station - that would require you to blockade it 24/7 - not feasible.
As soon as you are detected to seriously undermine a system, the enemy knows which system to focus on fortifying. And for them it doesn't really matter to lose some shipments, as long as some get through they will reach their goal of at least cancelling out undermining.
You also can't just park your murder hobo wagon there all the time, because you run the risk to die and lose all your undermining effort.
Not to mention dropping carriers at different stations of a targeted system to minimize the supercruise travel time...

Don't know whether they are just psychic or there are other ways to figure out that a system is undermined, even while doing so in solo and before handing it in. Tried a couple of different "out-of-focus" Fat Eddy systems the last weeks, and they always fortified them while I was still in the middle of undermining in solo...

The Kumo have been having fun blockading Polevnic so it can and does happen.

But I agree, a lot of the time Powerplay sets itself up to be too stable. The changes FD themselves gave us would condense the game board, uncap UM and generally press people together. Uncapped UM would certainly be a large change- if you have ever done a hauling GC in open, it would be like that.
 
They do that now (sort of) in that if you are holding merits / cargo / have a PP bounty they will attack.

The underlying problem in all of this is one that is inherited from the wider game- NPCs in general have very few places to 'get' you. A hauler can take off and FSD out in total safety inside the stations protection (i.e. they exit the system before NPCs can reach them). SC gets overused as a place to ambush and you can drop right down into a stations protection- in most cases you'll never see any enemy at all, which is not making dynamic situations or interesting gameplay. There are solutions to this- but they require greater change that I don't think FD would do, but I collated them here:


There is another issue that was introduced by Fleet Carriers. As long as there are free FC slots near the station you are delivering to, you can haul your merits in near 100% safety.

I can see the need for opposing people to park as many FCs as they can near target stations to ensure PP haulers actually have to travel through systems.
 
I can't agree with this: it's not as easy as you think to set up a blockade: yes, the cargo runner would have to jump out and try again but instancing is what it is, and a blockade would have to manned and players doing the blockading wouldn't be able to do anything else.
There are also various tactics available for avoiding blockades, such as sending in a fast ship such as a courier in advance to the destination station, then jumping in on him using nav lock. If the other 3 cargo ships come into system together, probably two will get through if we are talking about a 4 v 4 wing contest. This kind of gameplay is great fun by the way ..

If i was interested in PP hauling i'd fly a Clipper. One of the fastest ships in the game with good SC manouverability. Even if i lost the interdiction i'd probably be out of range of weapon fire before the attacker could deploy hardpoints.

But i'm not interested in PP hauling, its just boring. And no, making it open only wouldn't fix that. It would just make it boring and annoying when interdicted.
 
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