Right, but again that doesn't actually make it an inherently PvP activity. Just because PvP can affect it doesn't mean it's inherently PvP.
I never said it was- the proposals make it inherent (along with a new role of generator for solo and PG).
Evidently so, because the whole process is designed so that it can be done in Solo. It doesn't "break Open" it means you can't force people to PvP you when they don't want to.
Thats just silly. It breaks open because the attacker wastes time attacking when the cargo hauler can skip out, block and carry on again in Open. From then on Open is one less interaction.
Yes, because it's not defeating the spirit of powerplay to do it in solo, if it was it wouldn't work in solo, and it's not defeating the spirit of open to avoid griefers, which is what the features you are complaining about allow people to do. Therefore allowing people to use anti-griefing tools to avoid being forced to do PvP just because they chose to engage in powerplay is completely acceptable.
And I'm saying is, you play in solo for a reason, just as you play in open for a reason. Open is about interaction with others, Powerplay is interaction with rivals if in Open. By blocking and logging you negate the reason for being in Open in the first place- plus, its not griefing or ganking to attack a rival, in a game that allows killing anyway.
[quote[If its done properly no-one is denied modules or helping a power. Currently Powerplay is a one dimensional grind race, the same as CGs, IIs- its two open ended massacre / cargo run missions. Without opens complexity it will never be anything more than that, and will always be in the shadow of the BGS. But if you keep Open as it is, it can't even reach its potential.
But that's what powerplay was designed as. It's a competitive PvE race that
can be affected by PvP but does not require it. The fact that you personally would prefer it if it everyone was forced to engage with PvP doesn't mean that's the design intent of the mode.[/QUOTE]
Originally it had strong PvP piracy elements, but as with all things PP were not fully thought out. and was nerfed to death.
There is a reason why it has such a low population, its because its been left behind in comparison to a proper multi mode feature, the BGS.
Plus, it has very strong PvP features- overt pledges, overt territory, two cargo types, two (2.5) roles, own C+P, real time (i.e. tick is per merit handed in) and is open ended.
Again, that doesn't mean that powerplay is an inherently PvP activity.
It has enough in Open to almost be that,
if it did not have the baggage of block and logging (or had amended clauses).
Your demand is that people who engage in powerplay be forced into PvP whether they wanted it or not. That's the outcome of the changes you have suggested. Your reasoning is that that's what powerplay is "supposed to be" but the fact that you can even do it in solo at all demonstrates conclusively that it is not supposed to be that. It is not "supposed to be" conflict with other players. It is supposed to be competition with the possibility of PvP conflict if you want it.
You want to be able to force PvP on people who don't want it. The only people who benefit from that are griefers.
I suggest solo and PvE have a bias towards missions where NPCs are strong, you have a strong RP theme and you can grind in any mode as much as you like that geberates the merits moved in Open. You then also devolve UM, delivery to Open where the action of delivery benefits from opportunistic PvP, creating a need for real time team tactics.