Irrelevant. We're talking about game design. A person's state or connection quality whilst playing is not the responsibility of the game designers or developers when considering balance.
Not irrelevant, highlighting the unavoidable presence of inequality. It undermines a call for pure equality. It also highlights that you are calling for a difficulty which is opted into, to instead be universally applied. Such a move demonstrably reduces a games playerbase. That's bad business.
Having multiple modes spreads players across those modes, thereby reducing the number of players in any given mode. Not difficult.
True, but it caters to different types of players. Having only a pvp combat mode means the people who refuse to play under those conditions don't buy the game. So, they are never options in your pvp only game. For a developer the choice is, should they artificially limit their potential customers. Sometimes it's the right choice and sometimes itit's not.
And no, not everyone's desires are being respected. The desire for fair play is not being met, which would require the game design to enforce the same game conditions and rules on all players at the same time.
This game does enforce the same game conditions. All three modes are available to all players, you then have a choice to take on additional difficulty if like. It can't get more fair than that.
The choice should not be allowed to players, to have the same impact on the same universe under different "difficulties".
If the lower "difficulty" is available to everyone it's fair. The choice to play in open is self imposed, no one is forcing you to do that.
Begging the question. Also inaccurate. I'm not advocating for anything. I'm giving my opinion about what would have made a better game, without any recommendation for actions pursuant to that opinion.
Ah the name the fallacy game, no evidence or argument, no fallacy. As for what you are or are not doing, you are arguing that a very smart design choice is actually bad. That is advocacy. The only way it could not be is if you try to apply a narrower definition of the word advocacy and that would be a strawman fallacy.
Then you're reading something into it that I never intended. Combat is a part of Elite. Elite is multiplayer. Therefore PvP is a natural part of Elite. It's not that combat should be a powerful tool, but rather that the potentiality of PvP encounters is actually an impactful aspect, the lack of which in certain game modes makes the splitting of the play modes unfair and imbalanced.
You are wrong. Combat is part of Elite, but just like Mining is part of Elite. A player can choose to engage in that game loop or not. The game is open and rewards lots of different playstyles.
I barely engage in combat. My rank is quite low, and I've only ever had the one account which I've never reset. I've never even attacked another player.
So I'm not trying to "push my playstyle". I'm pointing out what I perceive as broken design.
That's not a counter it's a red herring. You are pushing for an open world pvp only mode. Whether or not you personally shoot people while playing that way is irrelevant.
You aren't pushing for ED to have that mode, cool, why are you saying games with PVP should not also accommodate people who don't like that?
Again, it doesn't accommodate everyone, and it's not about pushing PvP combat. It's about being in the same world where PvP encounters occur, having the potential threat, as well as the potential neutral and friendly scenarios that can occur that would have given life to what is already far too large a game world to suffer low player counts caused by split modes or poor design, particularly with the low quality NPC interactive AI. It's about fairness, achieved by having everyone forced to play under the same conditions.
That's an argument for why people should choose to play in open. The games population is split on three platforms. Those players can't play together, it's a platform thing. But we can share a little by having a shared world.
The games locations are instances, that's a net code choice, and a server size choice. They traded massive eve style get togethers for a much lower overhead cost, which is why we get to play without a monthly subscription. That opens the game up to more people.
The different game modes offer a style of play that a broader base of people can engage with. That increases the playerbase and increases the number of people who may not have come for open, but might give it a try.
I run into other commanders all the time. The game isn't empty.
I will repeat that this would still require far better gameplay mechanics than what is currently available to achieve, and that's one of the reasons I wouldn't advocate for a change to the current system. The other reason being that the game was designed, advertised, and sold on this flawed yet fundamental basis.
Then I'm really not sure what you are getting at, save that you think a pvp game should be pvp only? I think that's bad business unless you have a really solid pvp offering.