This proposed boost would aim to achieve the situation on the right, only lifting the small open boy to better engage with power play though (potentially not rising him high enough - or in fact too high).
I won't go into Open because my activities usually end up with me carrying a bunch of vouchers or merits that I have to cash in before I get exploded. If that wasn't an issue, I wouldn't mind so much getting exploded. Cos really, there's enough grind already.
I imagine the original comment was referring to rebuy costs only, if not and it applied to all vouchers/cargo, then that's a completely ridiculous idea as you're essentially wanting god mode (except for the travel time).
Because NPCs have no influence on PP, it's purely player driven, while the BGS is influenced by NPCs as well as players, bit a huge difference there, and they both work in different ways to achieve different end results as well, which you should be fully aware of, so why this line of argument?
No, unless you're attacking them (like you can do for PP NPC...)
Maybe the BGS does some background maths to simulate a bit of this or that (hence the name...), but AFAIK the changes in minor factions influences are driven only by the players.
I would be okay with it. If they decide to buff NPCs to that point, then well... It certainly make the game more difficult, but at least no one would have some 'advantage' simply because they play on a certain mode.
That's my feeling on it too. I feel like a lot of people avoid open because they don't want to be killed. I feel like you should have the same risk of being killed regardless of your chosen mode.
No, unless you're attacking them (like you can do for PP NPC...)
Maybe the BGS does some background maths to simulate a bit of this or that (hence the name...), but AFAIK the changes in minor factions influences are driven only by the players.
Really, so all those NPCs taking goods in/out of the stations have no influence huh? You know, if you are having some problems getting the BGS to work as you think it should, I THINK I know why....
NPCs have an influence on the BGS, FD has confirmed that, it's part OF the BGS no less, which is why there's no need for anything like Sandro's proposal to be proffered for the BGS itself, it's NOT purely player driven. PP, totally player driven, nothing else, so any imbalances in PP can clearly be seen for what they are since there's no other influences at work in PP.
RE: switching Open to Solo/Group, easy to deal with, flags, already used in the game before that indicate your mode and change if you change it, therefore going into Open to start your PP actions then switching mode would set your PP activities to the mode you switched to and keep them in that state, so no cheating the system.
Our three modes are currently treated equally, resulting in the situation on the left.
This proposed boost would aim to achieve the situation on the right, only lifting the small open boy to better engage with power play though (potentially not rising him high enough - or in fact too high).
Consider the above image, except, consider than the "shorter" child is the Open Power-Player, and that, instead of being born shorter than his taller, solo counterpart, he has simply decided to hack his lower leg off at the knee, and then whinge about needing an extra box because he doesn't have shins.
That's my feeling on it too. I feel like a lot of people avoid open because they don't want to be killed. I feel like you should have the same risk of being killed regardless of your chosen mode.
Just my 2 cents, I don't think a person makes it hard, it's more like roaming gank-squads that engage in 4v1 encounters that make things dangerous. NPC's can be a threat, we just don't see the Elite/proper-loadout ones very often.
Just my 2 cents, I don't think a person makes it hard, it's more like roaming gank-squads that engage in 4v1 encounters that make things dangerous. NPC's can be a threat, we just don't see the Elite/proper-loadout ones very often.
NPCs can be positively frightening. Wings of Vultures, Clippers, or Anacondas can easily wreck someone if they're not careful. When I have run into those groups, I just run.
* This change, which remember is nothing more than a suggestion at this point, would have no effect on personal gain. It would affect success values for expansion, fortification and undermining only, not the merits you earned.
* It does not, and is not, meant to be a panacea to make the actual activities of Powerplay better. It's best to think of it as activity agnostic. That's not to say that we don't want to improve the activities (we do!), just that this is not aimed at that.
* The reason this benefit would only apply to Open as opposed to in Private Groups is fairly clear I think: we have no way to control distribution in Private Groups. Folk could start a Private Group where everyone was pledged to a single power. This would effectively then be Solo in terms of dealing with the potential threat of other Commanders.
* I would not want to introduce this into any aspect of the game except Powerplay because Powerplay is the only aspect of the game that explicitly uses the concept of adversarial multiplayer, as opposed to the more vague ways that minor factions operate.
I would submit that a change that increases my effectiveness towards my goal is a personal gain (i.e. supporting my PP faction). Also, PP, I believe, was not meant for new players, and those that truly participate in PP to support their power, are probably no longer interested so much in other 'personal gain', i.e. credits, Navy rank, etc. anyway.
I can appreciate that you cannot say 'we will never introduce % bonuses for playing in Open, except for PP', but this idea being floated, and the people asking for exactly that (other bonuses for Open outside of PP) in this thread and others, look like writing on the wall to me. I will just have to wait for that day, and when it comes, do what I plan to do.
--------------------
P.S. I don't see minor faction operations as 'vague'. More numerous, maybe, less simplistic than 'take stuff from A to B', maybe, but not vague. This is how you support your faction:
To raise your faction influence:
- run missions for your faction only. It doesn’t matter which station you get them from, as long as they are for your faction.
- do not run missions INTO your system from other systems unless the mission text says you're delivering to your faction.
- If you bounty hunt, do NOT kill your faction ships, even if they are wanted. DO kill other faction ships.
- BH and turn in bounties for your faction, if yours is the controlling faction.
- Conduct 'for profit' trade with your faction's stations.
- Turn in exploration data to your faction stations.
NPCs can be positively frightening. Wings of Vultures, Clippers, or Anacondas can easily wreck someone if they're not careful. When I have run into those groups, I just run.
Really, so all those NPCs taking goods in/out of the stations have no influence huh? You know, if you are having some problems getting the BGS to work as you think it should, I THINK I know why....
NPCs have an influence on the BGS, FD has confirmed that, it's part OF the BGS no less, which is why there's no need for anything like Sandro's proposal to be proffered for the BGS itself, it's NOT purely player driven. PP, totally player driven, nothing else, so any imbalances in PP can clearly be seen for what they are since there's no other influences at work in PP.
I know that FD wanted it that way in the design phase, but I also know the simulated NPCs effect was tuned down a lot during the beta phase.
And I'm 100% certain that the "simulated NPCs effect" is only a server based simulation, it has absolutely nothing to do with the actions of the NPCs in an instance (unless you're killing them, but that is a player action, not a NPC action), it is just used to spawn those NPC, but keeping an instance open on your computer near a station will not change anything to the BGS even if there are a thousand ships going in and out of the station in that instance.
P.S. I don't see minor faction operations as 'vague'. More numerous, maybe, less simplistic than 'take stuff from A to B', maybe, but not vague. This is how you support your faction:
To raise your faction influence:
- run missions for your faction only. It doesn’t matter which station you get them from, as long as they are for your faction.
- do not run missions INTO your system from other systems unless the mission text says you're delivering to your faction.
- If you bounty hunt, do NOT kill your faction ships, even if they are wanted. DO kill other faction ships.
- BH and turn in bounties for your faction, if yours is the controlling faction.
- Conduct 'for profit' trade with your faction's stations.
- Turn in exploration data to your faction stations.
The issue with that analogy is that G-Fang Plumbers are working actively against a group of bandits continuously disrupting the company's work, but B-Fung Plumbing gets no interference whatsoever. Both groups work for the government, yet the government pays both group the same.
Guess who's going to work for G-Fang Plumbers? The insane.
I know that FD wanted it that way in the design phase, but I also know the simulated NPCs effect was tuned down a lot during the beta phase.
And I'm 100% certain that the "simulated NPCs effect" is only a server based simulation, it has absolutely nothing to do with the actions of the NPCs in an instance (unless you're killing them, but that is a player action, not a NPC action), it is just used to spawn those NPC, but keeping an instance open on your computer near a station will not change anything to the BGS even if there are a thousand ships going in and out of the station in that instance.
The forums, I'm not going to start digging through the posts for that information, but it's not exactly a secret or anything, PP is the only purely player driven mechanic in the game, everything else, including the BGS, is influenced by NPCs, and I don't mean the ones you kill.
The issue with that analogy is that G-Fang Plumbers are working actively against a group of bandits continuously disrupting the company's work, but B-Fung Plumbing gets no interference whatsoever. Both groups work for the government, yet the government pays both group the same.
Guess who's going to work for G-Fang Plumbers? The insane.
How about telling the government not to pay G-Fang Plumbers more, but to do something about the group of bandits or to pay a bonus after direct interaction with the bandits?