Well, I got a friendly reminder why not to play open this morning.
It was actually a misclick, but since I was just moving to my base after the Bast CG I decided not to relog.
When I arrived at my homebase and was on the final leg, I was intrigued to see some combat going on around the station. I thought nothing more of it and continued towareds it.
Some guy who was being attacked by the security forces zipped by me and there was contact, thereby incurring a 200 cr fine on me as I was speeding. 2 seconds after that the station opened fire at me and I was on the security screen. Not exactly sure how that happened though.
I guess I relearned my lesson there
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insurance screen, not security screen
So if you clip players or they clip you station security doesn't allow you to pay off your fine it just open fires? That doesn't happen with NPC's I've cliped a few and incured fines but was still able to get into the station and pay them off.
Not at all! PP *can* work that way, but there is also the added dynamic of possibly being shot down if you're coming into my faction's territory and trying to undermine us for instance.
And that's not the pew-pew crowd at all. That's opposition that goes hand in hand with the PP mechanic and is clearly a valid tactic.
The issue is.. if you want to do that in Open, fine. It is not a part of PP but you can add it in, the issues come when those that want to do PVP with PP look to those who are playing it normally and complaining that it isn't fair. It is fair.. your playing a different version of it.. don't force everyone else to play that way as well . Oh.. you still have yet to explain your accusations of me... patiently awaiting your response.
Now to my opinion: FD have stated that "Solo, group and open play are all equal ways to play Elite: Dangerous."
In my opinion FD has failed to make the modes equal. There is clearly an advantage in the solo and group mode -> No PvP risks. While having the same rewards but a much lower risk is in my eyes not an equal way of playing the game.
They are equal, to borrow an analogy from before, "Company pays 5k to anyone who can scale the mountain. Some choose to go alone, some choose to work in groups, others choose to compete with each other. No matter how difficult people make it for themselves.. the company still only pays the 5k. It was the player's choice on how to get to the top."
So to adress that I would suggest the following:
- Add mode-exclusive player interactions. Player interactions are only available in one mode. For the beginning I would add a player market where players can offer ships/weapons/cargo for a set price. The offer would be visible through the whole universe but the item can only be bought at the station the offer was created.
The visibility is only for the specific mode. That means a player creating an offer in a group will likely have less success than creating an offer in open due to the offer only being visible in the specific mode.
Player interaction is available in 2 modes. And No, but.. I could see making ship parts, weapons, etc tradeable items, even ship chasis if you have a big enough transport.. You can find places that have those mods available, buy a bunch and transport them elsewhere for a profit and the station can sell them until they run out.
- Add extreme missions. These missions would require atleast a set amount of players to be successful. For example a mission that asks you to deliver 5000 tonnes of minerals in less than one hour. This would encourage groups and open play, while solo players have likely no chance to archieve this goal (maybe a T9).
aWhile this sounds unfair for solo players, think about the current situation of the modes. Solo palyers have around 0% risk. open players have 100% risk. Group players have likely less risks than open players. Also, solo players have access to these missions, it is just less likely that they will be able to end them. This would encourage to take more risk while gaining more reward. Plus it would encourage players to form groups (player interactions!).
I'm sorry but this is absolute crap. Solo players, Group players, and Open players have the same amount of risk, the only difference is NPC or human doing it. This whole fallacy of open is hard solo easy was debunked long ago.
- Community goals should focus more on player interactions. Example: Kill wanted ships in system X. For every NPC kill you get around 30k cr bounty. This should stay like that. For killing a wanted player, you get a bonus at the end of the community goal. Let'S say we have killed around 10 (wanted) players during the CG. At the end of it, we can claim the reward BUT it is multiplied by 1.5 so we have an icnreased 50% income from the CG due to killing players as they are harder to kill as NPCs and are generally considered to be a challenge compared to NPCs.
For trading CGs I would suggest a combination with the extreme missions. An example would be that if a group of players manages to get around 5000 tonnes in time, they will also get icnreased income at the end of the CG.
No idea about exploration CGs, sorry.
Personally feel that it should not be tied to CG. Someone else had an idea that I felt was reasonable in tying the insurance cost for the ships the wanted player destroyed to their own insurance. That and players can place bounties on people that killed them or severly damaged them when they were clean, but they have to have the funds to pay the bounty and it is withdrawn from their account when the bounty is placed.
- Ingame PowerPlay interaction system. I take part in Powerplay sicne its launch and I like it, even though it has many many balancing issues and broken mechanics. The main activity I am currently doing (apart from farming merits) is pulling players out of SC and demand them to leave their power or defect to mine. If they refuse, pew pew. I think if this would be an actual ingame feature (let it be player created missions), rewards could be earned by successfully sending the target player a mission (just like NPCs do in USS or "I have important information for you"-missions) whic hare worth around 100 merits, 1 million credits or whatnot. Or maybe a special module for your ship if you successfully defected 50 players to your faction?
Forced pvp or mode specific.. nope.. nada, not gonna happen.
All these suggestions have no restrictions for the modes. But the modes restrict themselves. The aim is to not "nerf" a specific mode but rather to offer more features whic hrequire the use of group but especially open play.
All palyers, regardless the modes used, have access to all of these feature but a solo palyer will never every be able to claim rewards from defecting other players, since he/she decided to not interact with players.
The suggestions are a blatant attempt at making one mode prefereable over others. NO.
TL;DR: Add player interaction rewards. It should encourage the use of group but especially open play while not nerfing the solo mode. The aim is to get more reward from the higher risk you have to deal with in open mode.
You say without nerfing solo but your primary aim has been to add "features" to open that are not available elsewhere. The Modes are equal, the only difference is the ability to shoot people.