Question for Open players who don't like PVP/ganking... help me understand

Deleted member 121570

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It does cast into light one of the true challenges of existentialism, though: in a world where meaning is largely created by humans, instead of delivered from on high, what is "the good"? To what should we direct our efforts, and why?

As in life, Elite provides no direct answers to this question.

Speed. There is only speed. This is the true meaning. They gave us high G worlds.
Faowstness is the way. :)
 
tbh it was a challenge in itself to kill vikestar, monetary/material rewards are not everything, i had to instance, intercept and stop him landing, i then had to engage him right over the pad without hitting the carrier with my pacs, you might say i am a dirty murderhobo but trust me when i say the gamble does not always pay off. Although it usually does.
I thought it was your carrier and that you waited for a prey to come along.

I should probably have flown around the carrier a bit, making you hit the carrier eventually.

My ship was in no condition to fight, so options were limited.
 
i am omnivalent and eternal, like a bad case of diahorea i am unending
It would probably be an appropriate time to mention that Albino Sanchez here once informed me that my stats were rookie numbers, and that I needed to lift them up.

In particular he cited my kill to death ratio, which, due to my being the understudy of the aforementioned & utterly bloodthirsty ACowForAllSeasons, was properly in the toilet due to Cow's penchant for causing my spaceship to explode.

I have since rectified these stats into positive territory, but I'm pretty certain it's still not good enough to satisfy the demands of Mr. Sanchez.

So, off I go, collecting skulls for the skull throne and all that.
 
@Danquememe - I know less than you about PP (apart from module shopping) but BGS in a nutshell? I'll try...

This account is based in Cama Zotz, it isn't interesting or important - just convenient - but does have a fair bit of BGS happening.
Let's say I want faction C to move to Faction A's position and be in charge of the system.
Everything happening in the system (and in part, another system) will affect the BGS of that system (I think you know this already)
Imagine a row of buckets that need filling - for each faction in the system - These can be filled from positive trade, mission running, Exploration (controlling faction only) and bounties. The aim is to get more in my faction's bucket than the others so positive trade & missions help, and BH'ing in a nearby system controlled by 'my' faction can be sold here to their benefit.
I can also take missions and fail them for other factions and sell goods for a large loss to 'damage' the controlling faction.. (You'll like this bit) I can also blow up ships belonging to the other factions for negative influence, or even system security to damage the controlling faction, but will get notoriety doing so... (the bounty can be paid off at interstellar factors once notoriety is gone). The aim is to get my faction and the controlling one with the same influence - triggering a war for control of the asset...

Of course, others may be bolstering their factions too, so things may take a little time, or diplomacy...

...very simplified, not complete by any measure, but a 'taster' :) Changing the controlling faction can have positive or negative benefits - for example when Carcosa was returned to Anarchy (it is The Nameless' home system) from Corporate or something, it made Federal ships available in the shipyard (not the Corvette) and is the only system in Colonia to sell Fed ships...

Hope you are still awake after that - here's a coffee :coffee:
 
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OK - and as a ganker, this next bit is absolutely delicious for me - but: Why?

Just to paint the map? Just to make some numbers change? Does it give you an in-game benefit of some kind?

I'm sincerely in appreciation of the fact that this sounds like trolling of the first order, but I genuinely do not understand the appeal.

It's as hard for me to understand player investment in the BGS as it is for many people to understand my choice to be a ganker.

I do not disrespect the choice - I just don't understand it. What do you get out of it?
Painting the map is certainly a fun part of it. When I was in a more populated area, some people got really steamed that an anarchy existed near them and wasn't at the bottom of the inf board - I hadn't even taken control of the system, not even a port, just an orbital installation, when they started flooding in to this relative backwater and dropping bounties like crazy to stop those nasty pirates.
And then I caught some of them in a CZ and blew them up.
I saw another one cruising through the system. I'd seen them around before, damaged. Then I watched them drop into the nav beacon, followed them, and caught them in the act bounty hunting. I blew them up too.
Having a fight in an arranged match against a hyperoptimised PvP ship and both of us spending 45 minutes chipping away at each other's shields is boring to me. The two of us in PvE builds randomly bumping into each other while we're doing PvE? Now that's fun. It's still a fair (ish) fight, but it's neither ganking nor duelling.

My current campaign is in less trafficked space and I'm honestly just seeing how far I can spread yellow dots on the "government type" map filter before anyone shows up to stop me. It's still PvP in a way, but it's... slower. More methodical. "Fights" can take days or weeks to play out, and aren't just limited to what happens in conflicts. I guess in a way it's a different sort of game - almost like playing a massively multiplayer game of Stellaris or Crusader Kings or something. Sooner or later I'll bump up against a system someone cares about. If nothing else I'll almost certainly end up brushing against a favourable powerplay system, and at that point I'll get to find out whether the powerplayers consider it an acceptable loss. Maybe they'll accept losing one, anarchies are neutral rather than actively undesirable. Two? Three?

I guess a lot of it is just to see if I can. A big stonkin' "Screemonster was here".

.... maybe I should write that in dots on the map. Hmmmmmmmmmmmmmmmmmmmmmmmmm.
 
Changing the controlling faction can have positive or negative benefits - for example when Carcosa was returned to Anarchy (it is The Nameless' home system) from Corporate or something, it made Federal ships available in the shipyard (not the Corvette) and is the only system in Colonia to sell Fed ships...
See, now you're speaking my language. If I can experience some meaningful change in my own personal gameplay - even if it's for something as simple as ship availability - then that's at least a tangible way of making the BGS meaningful.

Otherwise, it can honestly feel like just another bit of the procedural puzzle. Like, it exists, but regardless of whether you go 10LY, 1,000LY or 10,000LY, it's some more-or-less samey variation of what you've already seen. All games with procedural generation suffer from this to some degree or another.

Anyways - please don't misunderstand my comments. I would love for BGS and PP to be impactful in the game, and to provide more purpose beyond just making this collection of faces & words control a system rather than some other. Those changes need to be meaningful to me via in-game consequences for me to take them seriously. Creating availability for Federation ships at a location where they did not exist before is a good example. I'd be very interested in learning about other, similar types of things that can be influenced via BGS & PP.
 
Painting the map is certainly a fun part of it. When I was in a more populated area, some people got really steamed that an anarchy existed near them and wasn't at the bottom of the inf board - I hadn't even taken control of the system, not even a port, just an orbital installation, when they started flooding in to this relative backwater and dropping bounties like crazy to stop those nasty pirates.
And then I caught some of them in a CZ and blew them up.
I saw another one cruising through the system. I'd seen them around before, damaged. Then I watched them drop into the nav beacon, followed them, and caught them in the act bounty hunting. I blew them up too.
Having a fight in an arranged match against a hyperoptimised PvP ship and both of us spending 45 minutes chipping away at each other's shields is boring to me. The two of us in PvE builds randomly bumping into each other while we're doing PvE? Now that's fun. It's still a fair (ish) fight, but it's neither ganking nor duelling.

My current campaign is in less trafficked space and I'm honestly just seeing how far I can spread yellow dots on the "government type" map filter before anyone shows up to stop me. It's still PvP in a way, but it's... slower. More methodical. "Fights" can take days or weeks to play out, and aren't just limited to what happens in conflicts. I guess in a way it's a different sort of game - almost like playing a massively multiplayer game of Stellaris or Crusader Kings or something. Sooner or later I'll bump up against a system someone cares about. If nothing else I'll almost certainly end up brushing against a favourable powerplay system, and at that point I'll get to find out whether the powerplayers consider it an acceptable loss. Maybe they'll accept losing one, anarchies are neutral rather than actively undesirable. Two? Three?

I guess a lot of it is just to see if I can. A big stonkin' "Screemonster was here".

.... maybe I should write that in dots on the map. Hmmmmmmmmmmmmmmmmmmmmmmmmm.
well said, not all PvP is arranged or ganking, the game was desingend to have this organic PvP but sadly most people are scared of it.
 
It's still PvP in a way, but it's... slower. More methodical. "Fights" can take days or weeks to play out, and aren't just limited to what happens in conflicts. I guess in a way it's a different sort of game - almost like playing a massively multiplayer game of Stellaris or Crusader Kings or something.
All of this sounds great right up until the point where your opponent (and yourself, for that matter) can do all of this via PG or Solo.

I grant that it's still PVP, but not being able to target their ships directly, and having to grind PVE stuff instead? It just leaves me cold, honestly.

If this wasn't the case, you can bet there'd be a mercenary contingent out there offering to attack or defend systems for these purposes, and that, to me, sounds like a really fun thing to be a part of.

But in the actual game, as it exists, you can simply be reduced to doing pure PVE, and that's where my interest wanes, unfortunately.
 
See, now you're speaking my language. If I can experience some meaningful change in my own personal gameplay - even if it's for something as simple as ship availability - then that's at least a tangible way of making the BGS meaningful.

Otherwise, it can honestly feel like just another bit of the procedural puzzle. Like, it exists, but regardless of whether you go 10LY, 1,000LY or 10,000LY, it's some more-or-less samey variation of what you've already seen. All games with procedural generation suffer from this to some degree or another.

Anyways - please don't misunderstand my comments. I would love for BGS and PP to be impactful in the game, and to provide more purpose beyond just making this collection of faces & words control a system rather than some other. Those changes need to be meaningful to me via in-game consequences for me to take them seriously. Creating availability for Federation ships at a location where they did not exist before is a good example. I'd be very interested in learning about other, similar types of things that can be influenced via BGS & PP.
No problem (y)
@Screemonster - painted a very good word picture too - one of these days I'll have to send hin a friend request :)

BGS manipulation is pretty dynamic, but slow, and having someone who knows what works best is a godsend!

There are plenty of fun events, but the 'bucket filling' has to be worked at, so not always particularly amusing apart from seeing today's effort results tomorrow - maybe good, maybe not.

The 'easiest' thing to not tread on anyones toes is to watch ship traffic and changes in influence, if a particular faction is rising in a quiet system, chances are there is a player (group) behind it.
 
The 'easiest' thing to not tread on anyones toes is to watch ship traffic and changes in influence, if a particular faction is rising in a quiet system, chances are there is a player (group) behind it.
Now that you say that, I guess I've been participating in BGS, though I don't think of it as such.

We've been taking wing massacre missions in Albardhas. The missions are given out by about a half dozen surrounding systems, and we're careful to take the ones that target a single faction. This way, we can stack the missions from a multitude of factions surrounding Albardhas, and maximize our reward for each target NPC we kill.

I've built a whole PVE Anaconda for this purpose, and it's quite effective - giant LR heat vent beam, five LR plasma slug rails, and two LR pulses, one being emissive and the other scramble. I find this job absolutely boring, but we've relentlessly slaughtered the target faction, and driven their influence in the system down to nothing.

Unfortunately, besides being rewarded with money and materials, there do not really seem to be any other meaningful impacts. I get interdicted by the suppressed faction's NPCs, but that's just a joke to me, literally. Otherwise, it seems just like any other system, really.
 
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The real nitty gritty is when you get into things like "planetary settlements attract settlement bombing missions from neighbouring anarchies, which lower influence and economy, and the anarchists in this system have one, so I need to lose this war so the settlement falls into the hands of another faction, then get that faction locked in a second conflict before I push the anarchists past them, while making sure that the faction that takes control of the settlement is native to the system otherwise if they go into retreat after the anarchists take control, then the settlement will go to the controlling faction - let's take a look at the system map, oh , both the non-native factions own settlements and one of them is below the 7% threshold to enter conflicts. Okay, so, new plan, I go next door and take a ton of missions targeting that faction so they go into retreat, that way their assets will go to the current controlling faction and when I take the system I won't take the dross..."

And that's just an example of one of the systems I'm juggling right now. Like I said, it's an entirely different level of planning to a straight-up fight.
 
And that's just an example of one of the systems I'm juggling right now. Like I said, it's an entirely different level of planning to a straight-up fight.
Can you actually wipe out a faction from a system? Like, not just send it into retreat, but literally kill it off?

Obviously I know you can help a faction take over other systems, but I don't know if it's some sort of "one in, one out" arrangement, or what.

I'll not lie though - I'm much more of a tactical level, as opposed to strategic level, player. I'll gladly own that about myself. Just tell me who needs to be shot and I'll get to it.
 
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