Fleet carriers make it easier to attack if you know they are there (setting up scouting nicely). Once they turn up, you have large vessels that need to fly outside the influence of an FC, then spool up, then jump. Having to do that is ideal for Groms, Ion Mines etc.
Connection granted, but its if the majority get this. If it works for enough people then job done, because part of the fun is having to anticipate trouble (and thus the need / gamble in ship loadout). Couple that with uncapped UM , for the majority (unless everything is really borked) it should be enough to foster those situations.
So while I do see network drawbacks, I don't agree with the rest.
I'm not quite sure what you're trying to say about connections, but given my connection with other players is consistently terrible, I don't think anyone else would have any difficulty achieving the same status. And if you can consistently prevent yourself from instancing with other players, then all other considerations are moot. Which I can, so they are.
You must recognize that any system that relies on consistent instancing simply will not and cannot work in this game.
The only way to provide risk is to put people in harms way.
There's no point in putting people in harm's way if it makes no difference. You're speaking of applying NPCs unilaterally across all modes, which would have a net impact of zero. It would effect all players equally, so it would make absolutely zero difference on any level.
I can't see why we'd bother wasting dev time on a feature that doesn't actually change anything.
To be clear, I have no outright problems with it other than it being a waste of time, but...I also think it would be a waste of time. So...yeah. Who cares about risk? I certainly don't. That's got nothing to do with winning the powerplay game, it's no more interesting than the physical process of picking up a chess piece and putting it down somewhere else.
The issue is you have powers who have the best passive bonuses pushed all over, and those powers also have money making bonuses that are exploited for the wrong reasons. ALD, Hudson, LYR. Those need to stop really. And since most powers will never see use of the 123 bonuses, why have them? Why not make 123 bonuses depend on position? At least then they'll see use.
I can definitely agree with this, but personally I think the best solution is just making them active for players regardless of galactic rank. None of them are so powerful they break the game.
Practically, I think the best reward for galactic ranking would actually be one-time rewards. Every four months, you could give the top 3 Powers permanent bonuses of some sort, whether they be credits or modules or something else. Then players actually care about their galactic rank, because it actually matters in the short term, and not just as a giant e-peen measuring contest. It makes it into a game you can 'win'.
People don't want abstract or game design that shoe horns something like a tournament (when you already have CQC) into proxy shadow wars like Powerplay.
It really doesn't matter what people want. What matters is what's feasible and possible and will work.
Any system that relies on consistent instancing will not work. Ever.
By contrast, an elo-based system absolutely can and will work, as demonstrated by many other games.
Last edited: