I have repped that post
[1], but with a caveat: the term "amount of extra risk" is a bit vague. The
probability of a PVP encounter is relatively tiny, more so when you get out in the sticks. But the
result of such an encounter, especially if you're flying a "PVE-build" ship, can be catastrophic. It's like playing Russian Roulette with a 2000-barrel revolver. The odds are very much in your favour, but if you get unlucky you're going to have a really bad time.
And it's that "PVE build" thing that's part of the problem. FD's clever design has given us the ability to switch modes, but their awful implementation of other game aspects means that to switch modes effectively we also have to switch
ships, or at least modules. A predominantly Solo or Group player shouldn't have to keep a "PVP build" ship on standby if they want to go into Open, but they're asking for a whole lot of trouble if they don't. That's not the fault of those who prefer Open, that's the fault of FD for completely failing to balance the modes.
Everything's so damned convoluted at this point that it's almost impossible to come up with a working solution to this, but the fundamentals haven't really changed since last year. For what it's worth, buried as it will be in the noise of this thread, this is the roadmap I'd start with:
- Limit SCBs to one per ship
I can hear the wailing already, but since SCBs were dropped into the game without any warning or consultation they have become the single biggest factor in widening the gulf between the modes, and between NPCs and players, and thus bringing about the self-fulfilling prophecy that Solo would become "easy mode". NPCs use them rarely, and singly. Players should be similarly restricted. They should be a one-off "oops" button, not a backpack full of health potions.
- Bolster the authority response to aggressive acts in high-security, rich systems
I feel as though I'm banging my head on a wall with this one, but until the risk is balanced across different star systems in the same way it was in Frontier and FFE then there's no strategy when it comes to avoiding risk. Anarchy systems? Anything goes. Rich, high-tech democracies? Instant and overwhelming authority response to illegal aggression. With a sliding scale between them. I don't care how "unrealistic" instantly-spawning police ships are, it's what's needed. In a single-player game you would simply never spawn the aggressors in a "safe" system. In a multiplayer game where the aggressors are players, authority hammers are the only way.
- Balance the credit rewards according to risk
Once there's a sensible distinction between anarchies, democracies and everything in between, profits should scale accordingly. Trading milk runs in safe systems should pay barely enough to cover a ship's running costs. Bounty hunting missions should be rare and low-paying simply because criminals would be rare, and wouldn't live long enough to amass large bounties. In troubled and lawless systems the opposite would apply.
- Fix player-on-NPC piracy so it becomes as viable as player piracy
There's a whole bunch of things that need addressing here, from a proper "declare piracy" mode to better limpets and more valuable NPC cargo. At the moment even those people RPing "proper" pirates are basically having to target players just to make the numbers work, which is crazy. Of course some people will always want to pirate players, and that's their choice, but it shouldn't be a forced choice because the game doesn't offer anything as a sensible alternative.
Then, and only once all of the above are implemented and
properly balanced, the true leveller:
- Tweak NPC spawns in Solo and Group according to player activity in Open
This is something that was discussed a few times in the DDF. Have a background level of NPC activity for each system that matches the current political state, but allow the game to tweak this if something unusual happens in Open. So if, say, a pirate player group decides to push its luck in a system that's been relatively safe, pirate NPC activity should increase accordingly in the other modes. If the player group is successful, the NPC activity continues. If not, it scales back again. Note, and I can't stress this enough, that this should only be done when all of the other tweaks are already in place. If the NPC spawn tweak was done first (and it might be tempting, because it's so relatively easy) then we'd have NPC aggressor gangs roaming freely in what should be safe systems just like their player counterparts, which would be the entire opposite of what needs to happen.
Clearly there are a million other ways this game can be tweaked, but I honestly believe that the above would go a long way toward closing the whole Solo / Open / PVP / PVE / player / NPC divides that plague it right now. The thing is, most of this stuff is actually in the DDA albeit buried in much more complicated proposals that might take years to implement if at all. But getting these basics sorted? I genuinely don't understand why something like this isn't top priority for FD, unless they simply don't care. And I'm not quite ready for that level of cynicism just yet.
[RIGHT][1]actually I tried to but I haven't spread it around enough. Apologies, and make it a virtual +1 instead.[/RIGHT]