Rewarding open play to make it relevant : The open 'Token'
The Problem with Mode Equality
The debate between open players and solo/private group players has raged-on constantly since before Elite: Dangerous actually released - with the former asking that open play be made the priority by Frontier to give the MMO side of the game some importance, and the latter demanding that their chosen modes be treated no differently so they are not effectively 'penalised' for choosing not to play in open.
Between the two sharp ends of the argument, there is a fairly large percentage of players who's question is; 'why should I play in open if there is no reward?'.. If the player in question is not a PvP combat player, bounty hunter or pirate - then this is an excellent question, why should they? There is no profit or loot bonuses, so they are taking a huge risk for seemingly no reason.
Currently, the non-combat players who do choose to brave the perils of open play do so because they either enjoy the risk and unpredictable nature of player encounters, or they simply enjoy interacting with other players generally. But the vast majority non-combat players of course will stick to the safer waters of solo, or PvE focused private groups such as Mobius. For these reasons, mode equality can result in several undesirable side-effects;
These issues mean that the MMO side of Elite can feel pretty stagnant and pointless... so it descends into players flying around ganking because that's all that's left after all the meaning has been filtered out by the equality of the mode system. Nothing in open is exclusive or ultimately matters, so it turns into a boredom-induced slaughter.
Despite Frontier's commitment to the notion that 'all modes are equal', anyone who's flown through a CG system in open will tell you - they're actually far from equal. Only the reward is.
Potential Solution : The Open Token
Bonus to Open Profits
Token Requirement for BGS Manipulation Against Player Factions
Manifest Scanner Upgrade
The Problem with Mode Equality
The debate between open players and solo/private group players has raged-on constantly since before Elite: Dangerous actually released - with the former asking that open play be made the priority by Frontier to give the MMO side of the game some importance, and the latter demanding that their chosen modes be treated no differently so they are not effectively 'penalised' for choosing not to play in open.
Between the two sharp ends of the argument, there is a fairly large percentage of players who's question is; 'why should I play in open if there is no reward?'.. If the player in question is not a PvP combat player, bounty hunter or pirate - then this is an excellent question, why should they? There is no profit or loot bonuses, so they are taking a huge risk for seemingly no reason.
Currently, the non-combat players who do choose to brave the perils of open play do so because they either enjoy the risk and unpredictable nature of player encounters, or they simply enjoy interacting with other players generally. But the vast majority non-combat players of course will stick to the safer waters of solo, or PvE focused private groups such as Mobius. For these reasons, mode equality can result in several undesirable side-effects;
- The vast majority of players in open will be combat players, this gives the ED the preception that it is a 'gankfest'.. non-combat players will be scared off by 10 FDLs skulking around a CG system.
- The trader - pirate - bounty hunter ecosystem cannot work well, because the vast majority of traders are in solo/PG
- Large PvE factions are able to attack smaller factions BGS from the safety of a private group or solo without any risk. There is literally nothing the smaller group can do to resist.
- There is no need for strategic play (defence wings, evasion or stealth) because the player can just switch modes at any time without enduring any loss.
- Oppertunities for interesting, emergent gameplay are lost because there is a path of least resistance open to all players, anywhere at all times
These issues mean that the MMO side of Elite can feel pretty stagnant and pointless... so it descends into players flying around ganking because that's all that's left after all the meaning has been filtered out by the equality of the mode system. Nothing in open is exclusive or ultimately matters, so it turns into a boredom-induced slaughter.
Despite Frontier's commitment to the notion that 'all modes are equal', anyone who's flown through a CG system in open will tell you - they're actually far from equal. Only the reward is.
Potential Solution : The Open Token
Bonus to Open Profits
To give open play a bit of relevance, I propose that every item acquired in open play; whether it be cargo, bounty vouchers, combat bonds, data packages, missions or anything else that can be redeemed for profit - comes with a bonus token that generates a 25% (or similar) profit reward when redeemed (cargo is sold, vouchers/data redeemed, missions completed). This token would be lost if the player switches to solo or private group while they have the cargo or have unredeemed vouchers/missions. The result would be many more players in open and at the same time would discourage 'mission board-flipping' because that would also wipe the bonus.
The token would be entirely a programmatical concept, but would be represented on the UI in some way.
The token would be entirely a programmatical concept, but would be represented on the UI in some way.
Token Requirement for BGS Manipulation Against Player Factions
With squadrons on the way, I think the problem of solo & private group players stomping rival factions to dust via the BGS needs to be addressed.. The open token could be used to make attacking rival player factions an exclusively open activity (as it should be - solo & private groups should be for the use of players who aren't interested in conflict with other players).
How it could work is that the BGS would require the open token for player actions to affect a system where a player faction is present (both positively & negatively). This would bring the MMO side of the game alive, because player factions could no longer quietly destroy a rivals influence from a private group - they would have to risk attack in open to do it. There would finally be a concept of defending your home system from BGS attack without having to counter-grind (which if you're a PvP group is not really desirable or viable if your group is much smaller than the attacker). PvP would be given a purpose, because it would be an excellent way for smaller groups to defend themselves from larger groups (small skillful PvP groups could resist large PvE groups very effectively).
The defending group would also get visibiity of who is attacking them (increasing inter-faction drama/intrigue), because at the moment this is very hard to figure out.
EDIT: To clarify, I'd suggest that the token requirement only apply to the attacking faction, it is perfectly reasonable to be able to defend your system from a private group or solo.
If a player faction controls a system, then only open play actions would affect the BGS there. However when squadrons arrive, members of the controlling faction should be able to affect the BGS in their system from private or solo. If they are not members of the faction, their activities would only affect that system in open play. This would mean that groups who wish to destroy the influence of a controlling player faction would have to do so from open... leaving them vulnerable to pvp patrols (they have to travel through the system to hand in their cargo/data/bounties, and the open token would make switching modes while they are on route a no-go - otherwise their actions would be ineffective).
How it could work is that the BGS would require the open token for player actions to affect a system where a player faction is present (both positively & negatively). This would bring the MMO side of the game alive, because player factions could no longer quietly destroy a rivals influence from a private group - they would have to risk attack in open to do it. There would finally be a concept of defending your home system from BGS attack without having to counter-grind (which if you're a PvP group is not really desirable or viable if your group is much smaller than the attacker). PvP would be given a purpose, because it would be an excellent way for smaller groups to defend themselves from larger groups (small skillful PvP groups could resist large PvE groups very effectively).
The defending group would also get visibiity of who is attacking them (increasing inter-faction drama/intrigue), because at the moment this is very hard to figure out.
EDIT: To clarify, I'd suggest that the token requirement only apply to the attacking faction, it is perfectly reasonable to be able to defend your system from a private group or solo.
If a player faction controls a system, then only open play actions would affect the BGS there. However when squadrons arrive, members of the controlling faction should be able to affect the BGS in their system from private or solo. If they are not members of the faction, their activities would only affect that system in open play. This would mean that groups who wish to destroy the influence of a controlling player faction would have to do so from open... leaving them vulnerable to pvp patrols (they have to travel through the system to hand in their cargo/data/bounties, and the open token would make switching modes while they are on route a no-go - otherwise their actions would be ineffective).
Manifest Scanner Upgrade
As players would now be trying to defend their system from BGS attack, there should be a way for players to discover what missions other players are running (to see if they are working against their faction/squadron). I think that the manifest scanner should be upgraded so that it shows not only cargo & passengers, but also shows active missions the target is running, and for who.
This would provide a method for squadron members to identify incidents of BGS manipulation by other player factions/squadrons/powers and would make open play very interesting.
This would provide a method for squadron members to identify incidents of BGS manipulation by other player factions/squadrons/powers and would make open play very interesting.
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