Powerplay 2.0 “Open” Rewards

They could conceivably disable block lists for pledged players? But that won't change the situation with dodgy instancing, time zones, mode switching and/or playing tricks with the networking.
When there are no complications the net code is fine- here it is in Capo from years ago dealing with large numbers of combat ships:


Sandro did suggest it would be possible that cargo can exist in one mode alone (so switching can be foiled)

Powers do have groups in most time zones too (otherwise FUC / ZYADA ding dongs would not be a thing)

And playing tricks is cheating and against the TOS- but at some point the perfect becomes the enemy of the good.
 
Killing another player is so easy it's really not a meaningful metric for anything. If they do want to make things open only, it needs to have a different metric for success.

For example, powers could give players commodities they are to transport to a new system. If those commodities are destroyed, they are refunded/replaced free of charge. But if they're STOLEN, then they don't get returned.

This encourages powerplay players to diversify their builds, since stealing even a few tons could make a difference across the entire week. And since attackers need to add piracy modules, it weakens them and makes things more fair.

That's the sort of design move I could approve of.

Anything that isn't just gankers taking advantage of the system to waste players over and over.
 
When there are no complications the net code is fine- here it is in Capo from years ago dealing with large numbers of combat ships:


Sandro did suggest it would be possible that cargo can exist in one mode alone (so switching can be foiled)

Powers do have groups in most time zones too (otherwise FUC / ZYADA ding dongs would not be a thing)

And playing tricks is cheating and against the TOS- but at some point the perfect becomes the enemy of the good.
Yes I know all the above, but unfortunately instancing isn't guaranteed which does complicate an open only mode.

Aren't there continuous complaints about other groups botting trade, etc, that's also against the TOS.

One thing I wonder about regarding the open only PP debate. What is the motivation for wanting open only. To get more pew pews, or maybe to be able to confront an enemy engaged in undermining, a fair and level playing field, etc? I'd imagine that there are a lot of different point of views that gravitate towards open only and many for very different reasons?
 
I have been thinking for a long time about how to find a solution that can satisfy all types of players.
Personally I don't know if what I'm telling you could be implemented in the game easily or not but as telling it won't hurt anyone, here it is.


What I have in mind more or less would be.
Each system would have 1 POI for solo that would be where the players would transport pieces from just like a kind of factory.
If those factories have enough parts, they would produce PNC fighter ships that would attack and try to conquer the open POIs.
The POIs of open is where there would be a conquest system, accessible by players in open and by the NPCs created in the factories thanks to players transporting materials.
If you transport materials in solo, your delivery will be limited in some way.
The points obtained in open POIs will be a kind of bonus.
Where each power will have different stores to exchange those bonuses for credits or for ships and military equipment with higher stats than what is already in the game.

And they will have the characteristic that if you die you lose it.
There would be no insurance for military equipment.
There will be different open POIs with limitations on what kind of ships can enter them.
So that new starting players will have access to POIs that are not too unbalanced.
NPC factories, depending on the amount of materials they have, will reach manufacturing tiers.
Where in the higher tiers the NPCs will be with ships and military equipment.
The stores of each faction will be located in the same factories where the NPCs are produced.
 
Killing another player is so easy it's really not a meaningful metric for anything. If they do want to make things open only, it needs to have a different metric for success.

For example, powers could give players commodities they are to transport to a new system. If those commodities are destroyed, they are refunded/replaced free of charge. But if they're STOLEN, then they don't get returned.

This encourages powerplay players to diversify their builds, since stealing even a few tons could make a difference across the entire week. And since attackers need to add piracy modules, it weakens them and makes things more fair.

That's the sort of design move I could approve of.

Anything that isn't just gankers taking advantage of the system to waste players over and over.
But what about better builds, SCO, etc? The simplest metric is denial of whatever the other person wanted to do in PP and you doing the same to others (depending on situation and circumstances).

Diversifying would be nice though, but I'd say to stop collusion (like piracy in V1) you'd need a taper to free goodies if you keep on losing them.
 
Yes I know all the above, but unfortunately instancing isn't guaranteed which does complicate an open only mode.

Aren't there continuous complaints about other groups botting trade, etc, that's also against the TOS.

One thing I wonder about regarding the open only PP debate. What is the motivation for wanting open only. To get more pew pews, or maybe to be able to confront an enemy engaged in undermining, a fair and level playing field, etc? I'd imagine that there are a lot of different point of views that gravitate towards open only and many for very different reasons?
Like I said, at some point you have to accept what can be done- and a lot can be done if the will is there.

Bots existed in PP because cargo runs were the most basic and easy thing to automate. V2 would (on paper) make that much harder if not impossible.

For me, Open is one brute force solution to having solo have very little opposition in it. My other position is that NPCs are made much harder and missions become the unit of work with priced in difficulty (and that stacking missions stacks the enemies).

Also open is great because its unpredictable. NPCs act like clockwork and have very obvious limitations. When a hollow triangle pops up you have to think and act in a wholly different way. I can easily outrun ATR, and run rings around security- however another player is like night and day.
 
But what about better builds, SCO, etc? The simplest metric is denial of whatever the other person wanted to do in PP and you doing the same to others (depending on situation and circumstances).

Diversifying would be nice though, but I'd say to stop collusion (like piracy in V1) you'd need a taper to free goodies if you keep on losing them.

Honesty will always be the biggest stumbling block to powerplay. Any time the game requires two players to be working against each other, but both to also be upfront and honest, things will break down.

That's why I still hold that the only real way to make pvp work in PP2.0 is to have third-party-hosted instances where one side needs to defend an NPC objective, while the other side attacks it. That's the only way I can envision pvp working and not immediately degrading into either connection-manipulation, collusion, or both.

And it only works because you remove the possibility of network fixing or collusion by putting both in the hands of fdev. That's the only real answer to these problems.
 
The top ten pilots of that power, could it be expanded? Have say categories for most cargo delivered / combat and that the longer you remain alive you get a bonus, but at the same time the price on your head increases? Sort of danger money on one side and a prize on the other that resets on destruction. That way cargo haulers are rewarded for remaining intact in a cumulative way, and hunters get the bounty.

Collusion would (?) be difficult given the bonus for staying alive is based on time alive (you can't farm things because you actually have to participate a lot to get the bonus), and that the award on the other side is paid by the power and not punitive on the player based on their rank.

This way, its a participation award where you opt in for glory and you get more for risking more.

Maybe to get onto this table you have special rules where block lists for other pledges and winged pledges is disabled.
 
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Honesty will always be the biggest stumbling block to powerplay. Any time the game requires two players to be working against each other, but both to also be upfront and honest, things will break down.

That's why I still hold that the only real way to make pvp work in PP2.0 is to have third-party-hosted instances where one side needs to defend an NPC objective, while the other side attacks it. That's the only way I can envision pvp working and not immediately degrading into either connection-manipulation, collusion, or both.

And it only works because you remove the possibility of network fixing or collusion by putting both in the hands of fdev. That's the only real answer to these problems.
There are ways around it. In one of my proposals you had a 'trust' variable where the more you screw up the less your power lets you do (back to a level that can't be exploited). But in the end it comes down to accepting the flaws.
 
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