Open-Only in PP2.0?

The PvE challenge sets the reward, in all game modes - whereas the PvP challenge is highly variable, i.e. if one actually meets another player at all in Open and if that player is hostile and if that player is skilled enough to pose a threat and if the ship they are in is outfitted sufficiently to pose a threat and if they choose to attack. Noting that any previous rewards designed for contested PvP encounters have been exploited by colluding players to gain the reward uncontested.
NPC response in PP is arguably as variable as other players are as well as being weaker- this is the problem and what I'm talking about when I say strategically rewarded.

Its easier to maintain and grow a large power from solo- thats what needs addressing in V2.
 

Robert Maynard

Volunteer Moderator
NPC response in PP is arguably as variable as other players are as well as being weaker- this is the problem and what I'm talking about when I say strategically rewarded.
Some NPCs could be set at a level where no player could expect to beat them - if Frontier want to. We'll need to see what Powerplay 2.0 NPCs offer in terms of challenge vs. player activity. Noting that there will be some for whom NPCs will never pose a significant enough challenge (for themself, possibly, and against those whose play-style they don't like).

If Powerplay 2.0 NPCs scaled to players taking into account the degree of engineering they have undertaken on their ships that might redress some of the existing risk disparity, regardless of game mode.

... or maybe put all participants "in the same boat" literally (well, their choice of a selection of Powerplay 2.0 ships with fixed loadouts to be able to engage in Powerplay 2.0 activities) - which would make it more of a skill game rather than an equipment advantage (or lack thereof).
 
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Some NPCs could be set at a level where no player could expect to beat them - if Frontier want to. We'll need to see what Powerplay 2.0 NPCs offer in terms of challenge vs. player activity. Noting that there will be some for whom NPCs will never pose a significant enough challenge (for themself, possibly, and against those whose play-style they don't like).

If Powerplay 2.0 NPCs scaled to players taking into account the degree of engineering they have undertaken on their ships that might redress some of the existing risk disparity, regardless of game mode....
Ship choice can't be a determining factor, mainly as it makes no sense, logically or game wise. I understand the sentiment, but engineering is here now, and people are going to feel fed up if its all pointless. Its better to make situations that require engineering of certain types- say, stealth missions.

Some places need to be universally hard- around PP FCs for example and strongholds as these are literally fortresses.
 

Robert Maynard

Volunteer Moderator
Ship choice can't be a determining factor, mainly as it makes no sense, logically or game wise. I understand the sentiment, but engineering is here now, and people are going to feel fed up if its all pointless. Its better to make situations that require engineering of certain types- say, stealth missions.
Ship and engineering choice is already a factor in how much of a threat another ship represents - hence the my edit to the quoted post:

... or maybe put all participants "in the same boat" literally (well, their choice of a selection of Powerplay 2.0 ships with fixed loadouts to be able to engage in Powerplay 2.0 activities) - which would make it more of a skill game rather than an equipment advantage (or lack thereof).
Some places need to be universally hard- around PP FCs for example and strongholds as these are literally fortresses.
Hard, certainly. Impossible for a significant subset of the player-base? Unlikely.
 
Ok so if Open wants a bonus that should only apply if you actually get interdicted, otherwise its no different???
I spent many weeks in Open as a test and never saw a sausage while fortifying, Open = more dangerous is a Myth for some activities.

O7
I would certainly agree to a bonus based on encounters.

But a universal bonus in Open really is for opening yourself up to whatever you come across, and you dealing with it or mitigating it.

And for some powers it will be quieter- Antal is kind of invisible. The same can't be said for The King, FUC or combative Imperial powers.
 
Ship and engineering choice is already a factor in how much of a threat another ship represents - hence the my edit to the quoted post:

... or maybe put all participants "in the same boat" literally (well, their choice of a selection of Powerplay 2.0 ships with fixed loadouts to be able to engage in Powerplay 2.0 activities) - which would make it more of a skill game rather than an equipment advantage (or lack thereof).
This is not CQC though- but, long ago I did think of ideas like each power pledge giving a 'free' ship that is well armed and has free rebuys- but only if you use it.

Hard, certainly. Impossible for a significant subset of the player-base? Unlikely.
FD have already done this with FCs. On FU 3 or 4 they talked about attacking and moving around rival FCs more survivable by removing reverb station weapons.

Whats also needed is roving ships to prevent camping or lingering too long (akin to attacking sec forces perhaps with escalating responses).
 
Ship and engineering choice is already a factor in how much of a threat another ship represents - hence the my edit to the quoted post:

... or maybe put all participants "in the same boat" literally (well, their choice of a selection of Powerplay 2.0 ships with fixed loadouts to be able to engage in Powerplay 2.0 activities) - which would make it more of a skill game rather than an equipment advantage (or lack thereof).

Hard, certainly. Impossible for a significant subset of the player-base? Unlikely.
It is a factor, however it shouldn't be a determining factor. Thargoids for example don't tone down the threat they pose if you decide to rock up in a Hauler with an AX Multicannon, neither should any PP NPCs
 
This is not CQC though- but, long ago I did think of ideas like each power pledge giving a 'free' ship that is well armed and has free rebuys- but only if you use it.


FD have already done this with FCs. On FU 3 or 4 they talked about attacking and moving around rival FCs more survivable by removing reverb station weapons.

Whats also needed is roving ships to prevent camping or lingering too long (akin to attacking sec forces perhaps with escalating responses).
Simple workmanlike solution: Every pledged NPC/PC killed in a stronghold generates 1 NPC ATR-like unit that will interdict the player if they're in that system, adding 1 to its wing for every kill till it spills over into the another wing. (so after 7 kills would be 1x Wing of 4, 1x Wing of 3).

This NPC-ATR scale resets on thursdays.

Home in time for tea and medals
 
And for some powers it will be quieter- Antal is kind of invisible. The same can't be said for The King, FUC or combative Imperial powers.
But larger Powers would have an advantage in Open as they could afford to task players to 'blockade' systems such as Polevnic whilst continuing with other stuff, we being a smaller group really wouldn't stand a chance.
This would mean only a small amount of masochists like myself would ever back a less popular Power, the rest would just take the easy route.
And yes i know that's how things work in real life (politics/war) but this is a game to have fun in.

O7
 
But larger Powers would have an advantage in Open as they could afford to task players to 'blockade' systems such as Polevnic whilst continuing with other stuff, we being a smaller group really wouldn't stand a chance.
This would mean only a small amount of masochists like myself would ever back a less popular Power, the rest would just take the easy route.
And yes i know that's how things work in real life (politics/war) but this is a game to have fun in.

O7
Thats just how it is- Dealine from day 1 was set on by the Imperials, had its capital shut down via UA bombing, is now hostile to ZYADA.....
 
But larger Powers would have an advantage in Open as they could afford to task players to 'blockade' systems such as Polevnic whilst continuing with other stuff, we being a smaller group really wouldn't stand a chance.
This would mean only a small amount of masochists like myself would ever back a less popular Power, the rest would just take the easy route.
And yes i know that's how things work in real life (politics/war) but this is a game to have fun in.

O7
The larger powers would be busy fighting each other, where the enmity is. Or sleeping like Mahon. Also, I'm told regularly in these threads that blockades do not work.
 
The larger powers would be busy fighting each other, where the enmity is. Or sleeping like Mahon. Also, I'm told regularly in these threads that blockades do not work.
The way some powers haul fortifications, as well as HQ assets, affects this too... i.e. in Cubeo one needs to camp out the stations (4 orbital with L-pads, + planetaries and outposts), whilst for example in Polevnic there's one L-pad orbital, outpost and 1 planetary moreover haulers must haul to the station (not from) so they can be engaged in SC.
 
Also, I'm told regularly in these threads that blockades do not work.
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Robert Maynard

Volunteer Moderator
This is not CQC though- but, long ago I did think of ideas like each power pledge giving a 'free' ship that is well armed and has free rebuys- but only if you use it.
When a large part of the additional risk of Open is due to players in engineered combat ships, which is then used to justify increasing the NPC challenge faced by players in all game modes engaged in the feature, then taking the engineering of the player's ship into account when setting the challenge of the NPCs they face seems to be a logical step - unless the aim is to justify increasing the challenge posed by the feature on the basis of the existence of players who face no real threat from either NPCs or other players.
 

Robert Maynard

Volunteer Moderator
It is a factor, however it shouldn't be a determining factor. Thargoids for example don't tone down the threat they pose if you decide to rock up in a Hauler with an AX Multicannon, neither should any PP NPCs
Indeed they don't - however, unlike players, they remain in context and don't roam freely about the galaxy attacking whatever takes their fancy.
 
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