Looking at this from FU #4 and a quick thought:
One (IMO misguided) complaint is that PvP is one sided and that it always favours the attacker (or that, whats in it for the cargo guys?)
Now, in the above picture you have Aisling commanding 'destroy enemy commanders'- if we flipped this and looked at it from LYRs perspective, could there be a reverse bonus to fortify the system by cargo pilots staying alive? In such a way could it balance things out?
So LYRs screen (who holds this system) would say:
Destroy attackers
Evade attackers and deliver XYZ
Deliver XYZ
Attacking is opportunistic but deadly (i.e. it not always happens), while cargo transport (for expansion) should be a regular mundane task and rewarded as such.
In practice that might mean that each delivery has a small completion bonus (say cash) and that has a small BGS uplift- so maybe a ratio of 1 INF (for the destruction) to say 0.1 of each completed cargo run (for PP goods for fortification).
This would then realistically give something back to those who risk in both power terms and undertaking the job- and that both sides can 'win' by doing it.
In some ways this probably already happens with the delivery effect of the cargo (or should), but making the cargo run have explicit rewards for surviving might alter the issue doing it in Open while also leaving the door open for attacks, making both 'fair'.
One (IMO misguided) complaint is that PvP is one sided and that it always favours the attacker (or that, whats in it for the cargo guys?)
Now, in the above picture you have Aisling commanding 'destroy enemy commanders'- if we flipped this and looked at it from LYRs perspective, could there be a reverse bonus to fortify the system by cargo pilots staying alive? In such a way could it balance things out?
So LYRs screen (who holds this system) would say:
Destroy attackers
Evade attackers and deliver XYZ
Deliver XYZ
Attacking is opportunistic but deadly (i.e. it not always happens), while cargo transport (for expansion) should be a regular mundane task and rewarded as such.
In practice that might mean that each delivery has a small completion bonus (say cash) and that has a small BGS uplift- so maybe a ratio of 1 INF (for the destruction) to say 0.1 of each completed cargo run (for PP goods for fortification).
This would then realistically give something back to those who risk in both power terms and undertaking the job- and that both sides can 'win' by doing it.
In some ways this probably already happens with the delivery effect of the cargo (or should), but making the cargo run have explicit rewards for surviving might alter the issue doing it in Open while also leaving the door open for attacks, making both 'fair'.
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