It seems like you are, in general not interested in any competitive PvP mechanic, which PP is one.
The fact that PP is available in solo suggests otherwise.
It seems like you are, in general not interested in any competitive PvP mechanic, which PP is one.
You can still control who you interact with in Group.
I don't quite understand Sandros reasoning. He says its a "you maybe run into PvP" Bonus, yet he also says it will be only for Open. But that you maybe run into PvP is true for Groups as well, not all Groups are PvE and even when they are you maybe still will run into PvP as we have learned.
The fact that PP is available in solo suggests otherwise.
Powerplay is unique in that it explicitly *enforces* adversarial multiplayer by making Commanders choose sides. You are no longer fighting against the vagaries of the galaxy; you are competing directly with Commanders pledged to opposing powers.
And they still can shoot me, so I maybe get into PvPYou can still control who you interact with in Group.
Whatever rules you make up for a private group, you can't prevent anybody from shooting another group Member. So PvP can happen, I'm sure the SDC can tell you a lot about that should need more InfoSimply private groups can have different rulesets governing it's play that are out of Frontier's control. Open Play is 100% managed by Frontier.
If a bonus was allowed in Private Groups everyone who plays in solo would create their own private group and continue their solo play experience in the private group.
It appears you missed this part:
As to the size of the bonus, well, that’s up for grabs. Clearly it would have to be reasonably large to have the potential to cause significant change, but I’m not too worried about the details of that at the moment, I’m more interested in what folk make of the concept in general.
Great idea, provided I have understood the proposal correctly.
As I understand it, this change would have no effect on the amount of merits any individual player would gain, nor would it have any effect on the number of kills/deliveries that they would have to make in order to earn merits and "rank". The only change would be that the kills and deliveries would have a greater impact on the "background simulation" aspect of PowerPlay - meaning that, all other things being equal, one fortification delivery in Open would "move the needle" further than one fortification delivery in Solo.
I find this change very appealing because it wouldn't personally penalize me for playing in Solo, but would still allow for multiple CMDRs to run coordinated actions in Open and have it actually make a difference.
At the moment, ironically, if you want to be a "team player" in PowerPlay and have the maximum positive impact possible on behalf of your chosen Power, you have to play in Solo, which is dumb.
Hello Commanders!
Lots of lively debate here, for sure, but let's keep things civil, please. I understand that this is an emotive subject, but remember, that's never an excuse for being rude.
So, just to let you folk know a little more of the reasoning behind the concept of an Open Play bonus, I thought I'd pop this out.
Elite Dangerous is a game where you can just as easily play solo, in groups or as part of a nation, as it were.
In general, there aren't mechanical befits within the game to push you towards one style of play over another.
However, there are a few aspects of the game that are specifically aimed at utilising the fact that the game has multiplayer facets, one of these is Powerplay.
Powerplay is unique in that it explicitly *enforces* adversarial multiplayer by making Commanders choose sides. You are no longer fighting against the vagaries of the galaxy; you are competing directly with Commanders pledged to opposing powers.
In addition, Powerplay has rules to handle direct Commander-Commander confrontation. Indeed, this is the core conceit: the system encourages justifiable piracy and homicide for a higher purpose. It’s my belief that Powerplay will always be at its best when opposing Commanders interact directly, whether in an expansion conflict zone or through interdiction.
So it feels natural (to me) to look at ways to encourage Commanders to use Open Play. However, It’s also fairly clear that human opposition is potentially, and generally speaking, much more of a significant threat than NPCs.
Now we have to consider probabilities. Yes, it’s perfectly reasonable to say that you might never run into a human opponent in a control system, even playing in open. The fact remains however, that you *might* instead run into several. And this is on top of the standard NPC threat, which is identical in all play modes.
What’s more, the more pledged Commanders that play in Open, the greater the likelihood there is of human interaction and conflict.
There are thousands of Commanders that engage to some degree or another in Powerplay. Some play in Open, some don’t. If we are successful in getting more Commanders into Open, then the potential for them bumping into each other could increase rather significantly.
And there’s another point to make here, that’s quite simple but also fairly undeniable, is that playing in Open you don’t just meet other Commanders pledged to Powers. You meet *all* other Commanders. That includes all sorts of scum and villainy (character persona only, of course).
So what would an Open Play Success bonus actually achieve? The idea is that it’s a reward for taking the additional risk, whether the risk actually manifests or not.
If you care about Powerplay, and care that you power does well in it, then playing in Open is a “force multiplier” for your Power’s strength.
If you generally play in a Private Group or in Solo, it’s also a gamble, because in addition to all the NPC challenges you have the possibility of opposing Commanders engaging you.
If you already play in Open then you could treat this bonus as a reward for working with the game to make it the best it can be for all involved.
As to the size of the bonus, well, that’s up for grabs. Clearly it would have to be reasonably large to have the potential to cause significant change, but I’m not too worried about the details of that at the moment, I’m more interested in what folk make of the concept in general.
Of course, it’s equally important to remember that this is, at the moment, just being raised as an idea, nothing more. Everyone’s opinion is equally valid, even in disagreement, and all feedback is useful.
Again, I'm just confused by the reasoning that is supposed to be "You maybe run into PvP" Bonus, when its really not.
PvP is possible in all forms in group.
If PP is PvP, then PvP is possible in solo.
The fact that PP is available in solo suggests otherwise.
That does seem to be the case.
Unfortunately, IMO, FD have effectively tied their hands behind their backs by promising "Three equal modes," which this change would break.
Thanks for pointing this out, but no, I didn't miss it. I meant "PvP" in the classic sense of players directly fighting against each other, not players against players on the meta level by supporting different factions.
The simple fact that Powerplay's mechanics would technically still work for me even if not a single person would choose to pledge allegiance to the Power my own Power is up against shows that PP can't be pure PvP, not even on the meta level.
I'm sorry, it's just extremely rare. It's entirely avoidable if you're away from certain hot spot systems.
I suppose "Three equal modes" is up for debate then. How we understand the phrase and how the devs meant the phrase could be two very different things.
And they still can shoot me, so I maybe get into PvP![]()
Indeed. What if I want to get two opposing factions into a group to have a little war?
"Group" and "PvP" are not mutually exclusive in anyway.
I actually don't care about doing this for Powerplay because I have no interest in it, but please don't let this idea pervade the game in general when human/human encounters based around piracy, crime/punishment are so poorly implemented.
I suppose "Three equal modes" is up for debate then. How we understand the phrase and how the devs meant the phrase could be two very different things.
Hello Commanders!
Lots of lively debate here, for sure, but let's keep things civil, please. I understand that this is an emotive subject, but remember, that's never an excuse for being rude.
So, just to let you folk know a little more of the reasoning behind the concept of an Open Play bonus, I thought I'd pop this out.
Elite Dangerous is a game where you can just as easily play solo, in groups or as part of a nation, as it were.
In general, there aren't mechanical befits within the game to push you towards one style of play over another.
However, there are a few aspects of the game that are specifically aimed at utilising the fact that the game has multiplayer facets, one of these is Powerplay.
Powerplay is unique in that it explicitly *enforces* adversarial multiplayer by making Commanders choose sides. You are no longer fighting against the vagaries of the galaxy; you are competing directly with Commanders pledged to opposing powers.
In addition, Powerplay has rules to handle direct Commander-Commander confrontation. Indeed, this is the core conceit: the system encourages justifiable piracy and homicide for a higher purpose. It’s my belief that Powerplay will always be at its best when opposing Commanders interact directly, whether in an expansion conflict zone or through interdiction.
So it feels natural (to me) to look at ways to encourage Commanders to use Open Play. However, It’s also fairly clear that human opposition is potentially, and generally speaking, much more of a significant threat than NPCs.
Now we have to consider probabilities. Yes, it’s perfectly reasonable to say that you might never run into a human opponent in a control system, even playing in open. The fact remains however, that you *might* instead run into several. And this is on top of the standard NPC threat, which is identical in all play modes.
What’s more, the more pledged Commanders that play in Open, the greater the likelihood there is of human interaction and conflict.
There are thousands of Commanders that engage to some degree or another in Powerplay. Some play in Open, some don’t. If we are successful in getting more Commanders into Open, then the potential for them bumping into each other could increase rather significantly.
And there’s another point to make here, that’s quite simple but also fairly undeniable, is that playing in Open you don’t just meet other Commanders pledged to Powers. You meet *all* other Commanders. That includes all sorts of scum and villainy (character persona only, of course).
So what would an Open Play Success bonus actually achieve? The idea is that it’s a reward for taking the additional risk, whether the risk actually manifests or not.
If you care about Powerplay, and care that you power does well in it, then playing in Open is a “force multiplier” for your Power’s strength.
If you generally play in a Private Group or in Solo, it’s also a gamble, because in addition to all the NPC challenges you have the possibility of opposing Commanders engaging you.
If you already play in Open then you could treat this bonus as a reward for working with the game to make it the best it can be for all involved.
As to the size of the bonus, well, that’s up for grabs. Clearly it would have to be reasonably large to have the potential to cause significant change, but I’m not too worried about the details of that at the moment, I’m more interested in what folk make of the concept in general.
Of course, it’s equally important to remember that this is, at the moment, just being raised as an idea, nothing more. Everyone’s opinion is equally valid, even in disagreement, and all feedback is useful.
Next - please apply the same principle to Community Goals.