Wow that stream was painful to watch, especially since the segment was pre-recorded. I acknowledge we are chomping at the bit and they are flawed humans presenting their ideas, but still, that felt like 10,000 words with about 9,000 being unnecessary and uninformative. All that info could have been explained more succinctly in at least half the time imo, on top of resulting questions we have being addressed like current PP merits, modules, defecting etc. Sheesh.
That said, huzzah! Lots of welcome changes here. It is apparent they are acutely aware of how terrible the current system is and are truly attempting to address it in a meaningful way. I greatly appreciate that and overall I am pleasantly surprised. I had feared the focus would be on what flavors of Powerplay energy drinks would be distributed via station vending machines. The big things I am stoked about are doing away with the complexity of the system and the UI telling you where to go to have a direct effect, stronghold carriers confirmed as being a focus point to facilitate some pew pew action and that pew pew might actually mean something.
After some thought I don't mind too much they're gonna plop it in as is, as far as open is concerned, and see what happens. Folks wanting direct PvP interaction will be in open and they will theoretically be easier to find. The fact they mentioned open play at all is quite a shocker tbh. To be clear ideally I'd love for PP to be open only, or at least require engagement from players of both playstyles (PvP & PvE) to be successful. Players might actually be incentivized to escort and protect a hauling ship from raids of an opposing Power to a destination, which is a bit of emergent gameplay I personally would very much enjoy engaging in. Ah yes, teamwork being a requirement for group success in an online game, shock horror! This type of thing can be incentivized though without necessarily locking the whole thing to open.
Given the "multi-mode" sweeping approach to the game's design I get their reluctance, and that's not even taking into account the Hotel California threads of yesteryear and today. Chief valid argument here being "it's not a PvP system, it's a player system allowing pErSoNal NarRatiVe!" and I totally get that. As we all know, players wishing to engage in a designed system while avoiding direct confrontation in this game is a big thing and one can argue they should have an outlet. Some sort of incentive for open or a slightly diminished return for solo/pg has long been suggested and is an acceptable compromise in my eyes. Conceptually speaking, it is possible to balance both direct PvP combat and indirect activities to have a worthwhile effect on "the war effort". In my view the whole undermining in solo and 5C facet to Powerplay "can" be justified by nature of the fact that those things happen in real life. One can not always see one's enemy, sometimes enemies come from within, bla bla bla. International humanitarian law and rules of war ignored in the real world illustrate simply that not everyone plays by the rules. Becomes a point of contention in a video game though if a big group playing in private can essentially steal the galaxy away from everyone else. Obviously that's less than ideal.
All in all seems better than the idea shared in the hotel thread having a separate open only PP bubble or more simply just a PvP bubble. For example, having players fight on some planets in the California Nebula with some narrative like opposing or supporting the 3 Superpower's policy on Thargoid genocide.
Excited to learn more about PP 2.0 as we get closer. Now if only we could confirm early access Python MK II's won't dominate Powerplay for 3 months after their release.
o7