I don't think I've missed that? In fact, I've responded to it several times. Let me go back and check.Its almost as if you don't read what I write and ignore that PvP or harder NPCs are required.
I think you're missing the point. Power play is meant to appeal to all players, not just a small subset of players who currently enjoy power play. To make combat a requirement for participation dramatically cuts down the number of players who can enjoy the activity as a whole.
You keep repeating this point, but I've never seen you actually support it.
I see no compelling reason why the one leads to the other. If another power is outhauling you, you should put in more effort and skill, and outhaul them right back.
Your argument could equally be made about anything that currently has no value in the game, not just pvp. For example, "If they are hauling more merits than me, I should be able to challenge them to a canyon race, and if I win, their hours of hauling should be erased."
Uh...they haul cargo. Again, I'm failing to see the connection. It's like saying, "Birds fly, and therefore we must have swords!"
After all, it's basically your ONLY point. But the problem is, you simply have no basis for it. You think that pvp or harder NPCs are required, because you believe opposition is required, and you believe opposition must equal combat.
But that's not true at all. Opposition can come in basically any form you like. Competitive hauling CGs, for example, are perfectly competitive, but have no combat to speak of.
You're just wrong. Competition and Combat aren't tied together at all. Unless you can meaningfully address that problem, I can't see anything that backs up any of your other claims.
You also make the point that it's the lack of combat that made PP1.0 boring, but again, that's completely missing the point. PP1.0 was boring because 5C and Upkeep turned the game from a competition against other players, into a competition against the game itself. Powers stagnated because they literally reached their maximum possible size allowed by the game.
And none of what you propose - whether that be open only or better NPCS - would have changed that. They may have reached the same point more slowly, but they still would have reached the same exact point of stagnation.
I also don't understand how now its OK for Thargoid level attacks on hauling- what do you want?
I'm not sure how much you've participated in the Thargoid War, but the impact of Thargoids on hauling is basically zero. You (might) get hyperdicted exactly one time, you boost away from them and resume your journey, that's it. I most recently traveled all the way to Hadad - 39kls out in a Titan system - without getting interdicted ONCE. I have a 100% escape success rate in a T10, of all things. It's absolutely trivial and doesn't meaningfully impact anything whatsoever. Flavor, at best.
So no, the impact of thargoids on hauling is completely irrelevant, and doesn't support your point at all.
When I speak of the Thargoid war as a good model, I speak of the tactical and strategic elements, of the diverse activities that allow all to participate, of the well-made and intuitive UI design. THAT is what they need to emulate, since it's what makes the Thargoid War work.
If they followed your methodology, then nothing would count unless you killed some thargoids along the way, which would instantly exclude a majority of players. So it's very wise that they did not pursue that strategy, and instead made the war accessible to the majority of players. Indeed, neither of the current two best ways to progress the war are combat-related at all!