I'm against you stopping people from being able to swap modes at will, that's a core design element that makes this game a little different to the crowd. I'm not against some kind of theoretical separation of scores in CGs. Everyone should be able to compete equally but you can have separate leaderboards. So that the top 15% of Solo are measured separately to the top 15% in Open And the top 15% in Group. No problem with that. But same prizes.
The problem is, what to do if someone often switches between modes, and has done things for the same CG in multiple modes? How is that going to be counted, or will they just have a low rating in each mode? Also, how to even properly credit the activities separately in the first place? If a CG wants you to hand in Alliance bounties (like, the one going on right now), the game would have had to track these bounties individually separated per game mode, and give the player some form of control over each lot. That would be a lot of hassle, both in terms of work for FD, and for managing this stuff all the time when playing, for very little benefit. The idea of tracking CG rewards and/or contribution separately for each mode isn't bad per se, but there are massive practical hurdles for such an implementation.
Plus, such a system would produce very awkward incentives to metagame the system. For example, imagine the game would track for each bounty in which of the three modes you got the claim, listed them separately per mode (or only ever those for your currently selected mode), etc. Imagine also the inevitable second part of the implementation, which you actually excluded with the last sentence but a lot of folks here will ultimately ask for - to put higher rewards onto the Open Play CG reward scale, or lower ones for the Solo/Private scale - and all that would be achieved is that lots of former Solo/Private players will fly 50 Ly to some backwater system, collect the bounties there in Open Play while being all alone, fly over in Solo mode, switch back to Open, hand in.
Next thing you know, the same players who want higher rewards in Open, will demand that you must be disallowed from switching out of Open unless all your bounty claims are converted to the less valuable Solo bounty claims, because you could avoid going through some of these "blockades"* this way...
It's a quite fractal thing, for every detail you address, you create further issues which complicate everything.
My counter proposal is this:
- Leave the modes alone. They are fine.
- I agree that CGs, especially bounty hunting and conflict zone centric CGs, are horrible to do atm in Open Play.
- The reason is not so much potential player opposition, but competing players on your own side (fellow bounty hunters, other people joining your faction in a CZ).
- We must therefore address the way multiple players affect each other in RES and CZ:
- RES:
- Increase the radius of each RES to 100km; the volume will be a giant imaginary cylinder centered around the nav coordinate, stretching equally in all directions inside the asteroids.
- Keep the current NPC density, and simply expand this all the way out.
- Make players arrive at the RES in a random location within in the RES (just outside the asteroids, of course, as usual). Players in wings would obviously arrive near each other.
- This way, players are by default spread out and have lots of room to go out of each others way, instead of everyone automatically bunching up to attack the rather small number of pirates. (The current pirate density is fine, make it too high and it would feel strange and too gamey.)
- Dial down or up the number of police NPCs according to how effective the pirates are. I.e. if many pirate NPCs can go rampant unopposed, more police appear, if lots of players are there destroying the pirates, the miners have no need to call the cops.
- If many bounty hunters are in an RES concentrated into the same section of it and not spreadly thinly, let the pirate factions send in assassins which do not come to pirate the miners, but to kill or drive away the bounty hunters; the assassins would behave different from pirates, for example they attack straight away, do not stop and scan for cargo etc.
- Scale up the number of opponents and the level of challenge this way if many people are clustered together, and provide an ample number of targets (or nemesis, hehe) for everyone.
- This would also help dynamically adjusting the challenge for wings of players.
- CZ:
- In the same manner as with RES, increase the zone to a 100km radius and have players arrive at random locations within that sphere, wings arrive together etc.
- Also keep the current NPC densities.
- Dynamically adjust the number and type of foes depending on player clustering. Instead of assassins, the enemy side may send special forces, for example fast interceptor wings consisting of Fer-De-Lances. And if the players thin out the enemy population too much, have fewer ships from their own side arrive (the generals may send these troops to other parts of the CZ where they are needed more).
- In the most extreme cases, the enemy side may even send in a battleship.
- Combat bonds must be awarded fractionally, determined by damage done. No kill-stealing in CZs, because you are all on the same side, one big team, in the end, and should be glad to help each other.
- Important for both RES and CZ, kill credit in players wings should be changed. Every wing member within a certain distance, let's say 10km, of a kill (or fractional combat bond) registered for a wing member will received their regular share regardless whether they attacked this enemy. This promotes both premade and ad hoc wings that don't have to bunch up all on the same targets, but can take on groups of enemies together by splitting up between the targets, while everyone receives the same reward. (Instead of, as per the very awkward status quo, having to let all of your wingmates "tag" a target to receive kill credit. It would also promote the idea of having small agile ships like the Eagle in your wing, to deal with enemy Eagles, Sidewinders etc. while your bigger ships concentrate on the tougher opponents - currently any player fulfilling such a role will face massively reduced earnings compared to their wingmates who would attack the big ships.)
*I put this in air quotes because I have yet to hear of players doing an actual, proper blockaded rooted within in-universe causes. It's always just gangs attacking other players for the sake of it. A proper blockade of, say, a trading CG would include stopping and attacking NPC and PC transports indiscriminately, in the same way proper piracy or bounty hunting doesn't target other players exclusively.