A regular complaint justifiably levelled at ED is that there is no 'meaningful' PvP, it has no effect on the BGS, combat ranks etc. It cannot, because the idea of effecting change via PvP is incompatable with the instancing filters (blocklist and solo/group modes). The aim of this proposal is to find a way to incorporate meaningful PvP into the regular game, without disturbing existing styles of play.
Currently we have the BGS (Background simulation) of faction manipulation, including the new C&P (Crime & punishment) rules introduced in 3.0. We also have a separate layer of power manipulation with it's own C&P rules with Power Play, which nominally allows for PvP encounters to have some justification. Finally we have a new layer of manipulation with the Alien races, which is purely PvE and significantly affects the BGS in remote locations.
Power Play potentially lends itself well to meaningful PvP encounters, but as an existing mechanism in the game it could be frustrating for existing (non-PvP) Power Players to have to give it up for the sake of an acivity they might have no interest in.
I'd like to propose a new layer of manipulation specifically for PvP, only manipulated via PvP, in specific locations only, and only in Open Play.
The player would sign up (much the same as a Power Play Pledge) and in specific systems any PvP combat with another signed up player would count towards a scoreboard visible to all signed up players.
Scoreboard:
Many PvP encounters don't result in ship destruction, however the 'losing' player may concede defeat by high-waking or similar so the score would need to be based on damage rather than kills. The win is what's important, ship destruction is just one way to win, for example getting all modules to zero health while keeping the opponent alive could potentially earn more points.
Player skill (ie your rank on the scoreboard) could be a points multiplier, rewarding the defeat of a high-scoring player.
Ship & loadout choice could be a factor too, with a multiplier based on simple stats like dps & hitpoints (this would be difficult to balance).
There would need to be a cooldown period that prevents repeatedly fighting a friend to artificially bump up your score. This is one of the justifications why PvP has not been given more meaning in the main BGS or PP.
Your score on the board should be over a certain time-period, or the UI should allow a filter to only count points gained within the past month, quarter etc to allow active players to rise up the ranks.
External tools could be used for simulated faction or player group wars, taking stats from each player's score history, if it were in-game there is potential for interference from existing BGS manipulation.
Location:
The location is important - it needs to be in Anarchy systems within the bubble, close to Founders for access to good outfitting & fairly central to the Engineers. I'm not sure it needs to be a location that's populated, there might be some benefit to having structures that can be fought over/around, but anything linking them to the BGS would potentially allow a cynical player to interfere with the intended play (eg UA bombing). I think the benefits of unpopulated systems outweigh the benefits of a populated one (new or existing). Systems could be given a flag that allows them to be included within this new layer though - the PvP Hub system comes to mind.
Any feedback would be appreciated, particularly to fill in any gaps or ways in which it could be cynically manipulated. This is an extra layer of activity, and would not prevent any player from carrying on their normal play, nor would this PvP scoreboard affect existing parts of the BGS.
EDIT: Nemayn has put forward an excellent suggestion in post #44:
Currently we have the BGS (Background simulation) of faction manipulation, including the new C&P (Crime & punishment) rules introduced in 3.0. We also have a separate layer of power manipulation with it's own C&P rules with Power Play, which nominally allows for PvP encounters to have some justification. Finally we have a new layer of manipulation with the Alien races, which is purely PvE and significantly affects the BGS in remote locations.
Power Play potentially lends itself well to meaningful PvP encounters, but as an existing mechanism in the game it could be frustrating for existing (non-PvP) Power Players to have to give it up for the sake of an acivity they might have no interest in.
I'd like to propose a new layer of manipulation specifically for PvP, only manipulated via PvP, in specific locations only, and only in Open Play.
The player would sign up (much the same as a Power Play Pledge) and in specific systems any PvP combat with another signed up player would count towards a scoreboard visible to all signed up players.
Scoreboard:
Many PvP encounters don't result in ship destruction, however the 'losing' player may concede defeat by high-waking or similar so the score would need to be based on damage rather than kills. The win is what's important, ship destruction is just one way to win, for example getting all modules to zero health while keeping the opponent alive could potentially earn more points.
Player skill (ie your rank on the scoreboard) could be a points multiplier, rewarding the defeat of a high-scoring player.
Ship & loadout choice could be a factor too, with a multiplier based on simple stats like dps & hitpoints (this would be difficult to balance).
There would need to be a cooldown period that prevents repeatedly fighting a friend to artificially bump up your score. This is one of the justifications why PvP has not been given more meaning in the main BGS or PP.
Your score on the board should be over a certain time-period, or the UI should allow a filter to only count points gained within the past month, quarter etc to allow active players to rise up the ranks.
External tools could be used for simulated faction or player group wars, taking stats from each player's score history, if it were in-game there is potential for interference from existing BGS manipulation.
Location:
The location is important - it needs to be in Anarchy systems within the bubble, close to Founders for access to good outfitting & fairly central to the Engineers. I'm not sure it needs to be a location that's populated, there might be some benefit to having structures that can be fought over/around, but anything linking them to the BGS would potentially allow a cynical player to interfere with the intended play (eg UA bombing). I think the benefits of unpopulated systems outweigh the benefits of a populated one (new or existing). Systems could be given a flag that allows them to be included within this new layer though - the PvP Hub system comes to mind.
Any feedback would be appreciated, particularly to fill in any gaps or ways in which it could be cynically manipulated. This is an extra layer of activity, and would not prevent any player from carrying on their normal play, nor would this PvP scoreboard affect existing parts of the BGS.
EDIT: Nemayn has put forward an excellent suggestion in post #44:
Not convinced just a leaderboard makes for meaningful pvp. However rather than just being negative an alternative suggestion that builds on it
have seven close systems
have three powers
the central system has a manufacturing base for each of the three powers
each power then has a refinery system and a mining system of their own
no base gives any missions
all bases suppy fuel, repair and restock
at random intervals npc freighters will leave the mining bases and travel to the refinery bases for each power
at random intervals npc freighters will leave the refinery bases and travel to the powers manufacturing base in the shared system
freighters are invulnerable to damage as long as their is a defending ship with in 2000 metres ( to prevent zerg targeting the freighter)
The shared system will have an indicator showing the % control of all 3 powers
this percent control will depend on how many freighters get to the manufacturing base for each power
All players wanting to sign up do so with one power. Their job is then to stop the enemy freighters getting through while defending their own
Players get a leaderboard for killing the other players each week. At the end of the week the powers reward those taking part in engineering coupons. The reward being based on your contribution and the overall control percentage of each power. These coupons can then be exchanged for the appropriate level engineering roll at any engineer.(rp terms the power is supplying the mats from its account)
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