Regarding AI difficulty and behaviour - the game needs to remain playable and enjoyable for the whole spectrum of players, in terms of combat skill among other attributes.
Should the NPCs ever become over-capable then a proportion of the player base will find the game difficult to play / frustrating. If the NPCs are too easy to overcome then gameplay becomes boring. It's a fine balance. It should be noted that the players with the highest combat skills are likely to be less appreciative of the challenge posed by NPCs simply because all players meet the same NPCs but not all players are of the same skill.
Robert Maynard, If I was to give my true and honest opinion on that matter, will I be flagged for "Off Topic", because part of my argument is literally tied into that and I cannot give a serious answer to that without mentioning it and how it conflicts with all three modes. That one mechanic is literally part of the reason why the NPC AI and ship size don't matter. This is also why it isn't sound justifiably in Open against players as well. It is a negative thing across the board.
Let me instead, show you this. Doesn't take long to grind out certain weapons and doesn't take long to learn how to utilize your ship. Especially the Viper, which is a newbie friendly ship. This player at the time, was still fairly new to the game, roughly less than a month and a half and figured out how to do so. A time where the AI was simpler and well, not as menacing as it is going to be 1.3. I am pretty sure a new player could likely do the same, especially now when missions are going to be fairly lenient and paying out more.
[video=youtube;AbXG8yXa2Bg]https://www.youtube.com/watch?v=AbXG8yXa2Bg&feature=youtu.be[/video]
I would expect that separate leaderboards would not remove grievances but have the potential to fuel them further by showing definitively how much contribution is made in each mode - something that Frontier has been rather coy about - they have the data but don't share it.
I'd argue otherwise, and it is strange that they are not giving us that information. We need to know who is working against who. That is like, vital to the Background Simulator. Which is something I asked for as well and suggested previously in this very thread.
As I said adding extra NPCs is a better solution than most but it has other considerations such as lag and maximum effective density of ships.
Adding ways to get combat bonds outside of Conflict Zones doesn't make any sense.
Adding a lot more CZs and RESs into each system would seem a better solution. Each individual instance doesn't require any more resources than currently but having many more of them spreads the available resources much more widely among the same numbers of players.
You will never be guaranteed the same resources as Solo players because you choose to compete with other. You choose to share the available resources.
But separate leaderboards for Open, Group and Solo would go a long way to removing the grievances of CGs and PP (as long as PP still uses them) without actually changing other mechanics.
That is literally what would make all the modes fair and destroy the "Risk/reward" argument, the "Imbalance issues" with the three modes, everything. This is what Jockey and I have been saying.
Regarding the one on the Combat Bonds being earned outside, it kinda makes sense. The system itself is at war. Be it Civil War or full scale war. That would reduce the lag as well.
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