Are you people even willing to discuss or are you just here to shoot down every argument?
No they are not. I've put out a compromise several times to discuss that doesnt touch solo/private open yet no one even mentioned it. (well maybe one person)
Here it is again this time pasted in. Maybe people are too lazy to click links.
Solution to open being forced to grind in solo in order to be effective
Solo, private, and open don’t need to be changed in order to avoid discouraging open players into solo.
Proposal:
In combat zones, the combat bond increases according to the difficulty of the ship type. As players are more difficult, recognize the increase in difficulty level and boost how much killing a player contributes to the war effort – keep combat bond reward the same, but have the amount it contributes toward the community goal equal to or some factor less than the rebuy of the ship destroyed. Keeping the contribution to the war effort less than or equal to the rebuy of the ship prevents exploits where a player joins a faction and purposely dies to help the other faction. This can still be done but at great expense to the commander… unless he’s doing it in a sidewinder in which case the contribution is hardly helping since its equal or less than the rebuy. He might as well be grinding out a mil per hour in solo.
Analysis:
Let’s take the example where the contribution of killing a commander’s ship is equal to his rebuy. You kill a commander in a cobra worth 1 million. You get 8000 in combat bonds, his rebuy is 20,000, and that counts 20,000 towards the war effort.
A second example would be destroying a vulture with a rebuy of 700,000. You would get 20,000 in bonds, he would lose 700,000 but it would go to your war effort. Does this seem like a little much? If you play in open you know how often those commanders escape. If you are lucky you might get two an hour assuming you don’t die yourself. Two an hour would be 1.4 mill an hour, split that among the likely four players that hit him and that’s 350,000 per hour. Stack what you are probably getting in open (200k to 300k) and now you are at 750,000 if you are lucky. This is all assuming you haven’t died and it’s still less than a mil per hour in solo. Remember this is contribution to the community goal, and the player only made 5k off splitting the Vulture’s combat bonds with friends. Still too much? Well you can always apply diminishing returns as the rebuy cost increases reducing it by an increasing percentage to keep it in check.
Wrap up:
- Players are the hardest thing to kill so benefit of killing them is increased to reflect this.
- Combat bond profit remains the same
- Contribution towards the war effort is equal to or less than rebuy to prevent exploits
- Solo/private/open is unchanged