People have been opting features to add on to the BGS or PP mechanism where a PvP mechanic gets added as a tool to influence BGS or PP. Where player kills and presence could also influence the BGS/PP.
One example of such a thread is here: https://forums.frontier.co.uk/showthread.php/421892-A-territorial-game-for-PvPers
But it got locked because some people can't see beyond: everything must be open only, and as Churchill stated, these people won't change their minds, and won't change the subject.
Let's take an action of tranferring 600 tonnes of PP supplies.
For Open, you need one Cutter to transfer it and three PvP-fitted ships for escort.
For PG, same players would use D-rated T9 ... each?
So which rates you can apply? And to think, that is likely the same reasoning which had created that exactly 25% rate.
Yet 25% still would not cover for anything.
And do not forget, people in majority of cases do think rationaly, and they would choose the most efficient way.
So if there would be a single efficiency/time coin left in the PGs, majority of people would still chose the PGs.
So how you would answer this question?
Maybe with complete split in spheres of PP activity between PvE and PvP players, and that distribution changing from power to power? Or maybe whole spectrum being PvE and PvP only specificaly from system to system?
Or such was discussed as well already?
Thing with Open only stuff is that development part is day and night easier that that of splitmode system.
Give benefits to each power, basic control mechanisms, release the hounds.
Last edited: