Open-Only in PP2.0?

Robert Maynard

Volunteer Moderator
But Powerplay in Open requires a logical outcome to be consistent- for example quitting out and surviving to deliver Powerplay cargo that would ordinarily be destroyed.
No different from the rest of the game. Noting that Powerplay 2.0 seems to be, from what we know, "playing the game while pledged" (with maybe a bit of extra Powerplay specific activity).
 
.... and what are the "rules" of the feature (that exists inside the framework of the game and modes which already have rules)?
Talking hypothetically- its disabling block (but shuffling instances after a set amount), keeping cargo locked to modes (and logging out unless safe) and ensuring when PvP happens it has a logical outcome. Otherwise, its like NPCs vanishing before they die.
 
You can't have a consistent experience if everyone has their own rules in a feature that is competitive.

It's the job of the game mechanics (and FD) to set the rules. Why should I care about your take on "consistency" beyond those defacto standards? The standards are the same for all (unless they choose to augment them), and that's an actual objective "consistency".
 
It's the job of the game mechanics (and FD) to set the rules. Why should I care about your take on "consistency" beyond those defacto standards? The standards are the same for all (unless they choose to augment them), and that's an actual objective "consistency".
These would be set by the game, its why I'm arguing for them.
 

Robert Maynard

Volunteer Moderator
Talking hypothetically- its disabling block (but shuffling instances after a set amount), keeping cargo locked to modes (and logging out unless safe) and ensuring when PvP happens it has a logical outcome. Otherwise, its like NPCs vanishing before they die.
Players have been talking about hypothetical changes to their advantage for a long time now, especially as it relates to freedoms that all players currently enjoy and the desire of some players to remove them from them in some or all situations.
 
Players have been talking about hypothetical changes to their advantage for a long time now, especially as it relates to freedoms that all players currently enjoy and the desire of some players to remove them from them in some or all situations.
So how is it an advantage to have a logical outcome to a battle? Do you think its fair for someone losing to quit jump back in as if nothing had happened?
 
Based on a subjective idea of "consistency" that stems from a particular set of choices around why and how to engage with PowerPlay that are far from universal, yes.
NPCs don't vanish at 1% health, invalidating the effort destroying them and the influence gain.

Why should players be able to do that, when that gain is what drives PP? Open needs less holes to make that outcome be 'valid'.
 
From streams going right now: If I'm not mistaken, on Activities page in PP2.0 everything present including Mining and Exo. I believe, that is all what we need to know how PP2.0 will "restrict" anything to "fair" Open-only. Take it or leave it.
 
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