That doesn't really address the issue.
But what is the issue? A few people have said this now... but with the diverse opinions in this thread, it's not clear what anyone wants.
- OP sounded like they were claiming there was no way to defend against people in PG/solo.
- that evolved into "there's no mechanism to defend against a stronghold attack"
- that seemed to evolve into "murder is too overpowered"
- that's further evolved to "NPCs are underpowered"
These are all very different issues, with different ways to solve them... so at least we can agree this is hardly straightforward.
First point is just hotel California, so i won't go there.
People complaining about the stance of "just go hurt them back" could have a point, were this implemented in a different way.
But let's look at the BGS and PP1 (to which pp2 is, by all accounts, just a souped-up PP1) as case studies...
Neither of these systems have ways to "defend" against the actions of other players, open or no. They've always been competition to fill buckets faster than the other players.
- want to win a war? Win more fights and kill more enemies than the other side. Explicitly, you
don't win by preventing the other side winning wars.
- want to stop the negative effects of black- market trade? You "win" by engaging in more legit trade, not preventing the opposition from doing black market trade.
- want to win in PP? Earn more merits than the other side, don't prevent the other side earning merits.
So there's no "defence", there's just "offense" dressed up like defence. So the lack of defensive options is consistent with everything else so far.
Now maybe there's merit to the idea that the available defensive options for a stronghold are grossly outweighed by the offensive options.... sounds like an issue.
Or maybe it's not. Maybe it's deliberate. My understanding of PP1 was how static the landscape became. Strongholds confer bonuses yeah? So maybe the intent is to choose when to raise a stronghold for best tactical effect, on the understanding that maintaining them against dedicated assault is difficult... and by extension creating a world where its much harder for a group to turtle-up like old PP, creating a stagnant and boring system of play.
Incidentally, that continues to be a massive problem with the bgs... it's just not dynamic enough because it's stuck in those same old ruts.
There's a few things with merit here, particularly around some of the things Rubbernuke says about, say, the flaccid NPCs. Attacking a stronghold should be high risk, high reward... but a good sand castle becomes less stable the higher you go... and strongholds sit pretty high up there.
Because realistically, what would look worse in the local media?
" Three allied ships destroyed in contested criminal backwater""?
Or
"Three allied ships destroyed in high security, stronghold capital"?