How do you think FDev will prevent collusion exploit in PvP scoring for powerplay 2.0?

The other approach would be to not have Open provide any advantage to the power, but instead have immense rewards personally.

So you could have aces in hauling, hunting etc and each level has a reward, but also your bounty goes higher until its claimed.

In this way it means you are gambling against like minded people and reaping the rewards.
Yes I've previously thought that personal rewards might be the way. Like one idea I had once involved a higher score in some PvP showdown increasing weekly salary payout for the winning Cmdrs. Because money is sort of broken anyway.
 
Seems a little arbitrary but probably could have some head canon to it. The s curve would also limit how much even the hardest working Cmdr was worth. You'd want to limit the ability to "do work where it doesn't matter" to store up a "snipe" that could be enacted to create a sudden surprise attack.
From a powers perspective, such an ineffective person is not worth bothering with, while an 'ace' certainly would- from both a propaganda angle as well as materially.

Plus, you'd have to have multiple alts all being popped off to snipe, with all of them having to be 'primed' with work that benefited the power they want to stop. In the worst case what it does is store up an attack after helping the power in another place (so shifting the hurt).
 
Yes I've previously thought that personal rewards might be the way. Like one idea I had once involved a higher score in some PvP showdown increasing weekly salary payout for the winning Cmdrs. Because money is sort of broken anyway.
Its a smart approach because you can then have a whole separate CQC like UI where your skills and daring are seen and rewarded.
 
From a powers perspective, such an ineffective person is not worth bothering with, while an 'ace' certainly would- from both a propaganda angle as well as materially.

Plus, you'd have to have multiple alts all being popped off to snipe, with all of them having to be 'primed' with work that benefited the power they want to stop. In the worst case what it does is store up an attack after helping the power in another place (so shifting the hurt).
I feel like you could do work somewhere you know it's going to be undone. A very vulnerable system under the new mechanics, or one where the local BGS faction will want the power kicked out. So you create negligible benefit for the power you want to detriment, but have a nice store of work done on the alt.

(PS - all of this goes under option 3 in the OP I think.)
 
I feel like you could do work somewhere you know it's going to be undone. A very vulnerable system under the new mechanics, or one where the local BGS faction will want the power kicked out. So you create negligible benefit for the power you want to detriment, but have a nice store of work done on the alt.

(PS - all of this goes under option 3 in the OP I think.)
Thats true, but you;d have to pump up the alts to a substantial degree and then do it en masse which IMO would be impractical- mainly because if PP V2 is BGS s curve based murder has a falloff (and thus you have to move about).

The issue will be how much does one kill move the needle, and if kills are under BGS s curves.
 
1. Rapidly diminishing returns for killing the same Cmdr repeatedly in a given day/cycle.
I think this is probably the way to go, although this can be of course circumvented by a dedicated group with several alts that for instance, went in a circle with each person killing everyone else's alt once.
2. Missions require killing Cmdrs from a specific finite list of enemy pledges - your alt/friend may not be on that list even if pledged to the enemy power. If everyone goes and has a big fight then points will be scored, but players won't control which kills count.
This would be very troublesome. As I'm sure many PvP people are aware, the issue of instancing is so problematic that instancing with one person on a list, let alone a specific commander could be very troublesome, especially given things such as timezones, logging in, and other potential irl complications that would make completing something like this be impossible.
3. Tie the weight of the PvP points to a PvE task - so I have to do a balanced proportion of both in the same interval to get a good score.
I think this could be promising. I would prefer to not be forced to PvE to make my contributions stick though.
4. PvP points will only be scored by players in open play who have no blocks against players currently in-system.
Definitely agree with this, though unfortunately even with this kind of change, haulers are still advantaged unless there is a score decrease similarly applying to haulers/other kinds of gameplay loops with in-system blocks.
5. There will be more efficient ways of scoring PP points than PvP kill-farming. I.e. PvP points are a small bonus that partially compensates those that dutifully switch to a PvP role to protect the PvE point-scorers.
All the same though, securing a legitimate PvP kill can be substantially harder/more time+person intensive than most other activities, so it would be nice if the rewards were big for that too.
 
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