I was thinking about the suggestions about moving all Power Play to open only, Community done in solo etc, etc.
So what if we based the number of NPC in system on the player activity, letting NPCs doing the same activies as the players are doing.
Let's take a Community goal where we are to deliver Gold to station X.
Now I would expect to to find alot more NPC ships carrying gold to station X, from where players gathers gold. I know this will require some(alot?) rework to how certain NPCs work, as I would expect that NPC ship goes to System Golddigger, buy a load of gold, and then flies to Community Goal station, and deliver that gold, just as players do. But now players can intercept that NPC ship, just as they can intercept player ships. it would be possible to actually follow the NPC player the entire journey. So now regardless of mode you play in, you will how popular that community gioal is by how "crowded" the system is...
If we have many players doing the cargo run, we will add more NPC players in PrivateGroup/Solo doing the same.
If we have many players intercepting these ships, then we will add NPCs doing the same, that targets both to real players and those NPCs.
If we have players defending these cargo ships (regadless if it is an NPC or a player), by jumping into the signal source, and fending of the attacker (regardles if the attacker is a NPC or a player), we can add NPCs doing the same. So we do not only have security coming to your aid, you have freelancers doing the same.
I think this will make the Elite Universe alot more alive and reflect more what is happening. Now if someone is trying to do BGS/PP stuff in solo/private group, then all modes should see an increase of NPCs doing the same thing. So you will not see the individual player/players doing it, but by just observing the NPCs you will see what is going on. and if you can't hunt the players you can hunt the NPCs.
And if we apply the same the same stuff regarding Power Play activities, then there is no hidden actions, so even if players are not shooting at each others, they can now react to other players actions by targeting the NPC ships that is generated as a results of the other players action.
So regardless of where lots of players are present, there will be more NPC ships there aswell. To show that the location is popular location among players.
Of course this system will lagging behind in generating the NPCs, but it would be better than what we have today. And we could actually react to players doing stuff in different game modes that have effect on you, giving you some options to react to this.
But as mentioned, this will most likely require that we have more persistent NPCs, and this for this to work, would also require that when a instance is created, it gets preloaded with more NPCs than what we have today, and also if jumping into a signal source, and then going back into super cruise, you should see the same NPC ships, and not have to regenerate new NPC ships.
So what if we based the number of NPC in system on the player activity, letting NPCs doing the same activies as the players are doing.
Let's take a Community goal where we are to deliver Gold to station X.
Now I would expect to to find alot more NPC ships carrying gold to station X, from where players gathers gold. I know this will require some(alot?) rework to how certain NPCs work, as I would expect that NPC ship goes to System Golddigger, buy a load of gold, and then flies to Community Goal station, and deliver that gold, just as players do. But now players can intercept that NPC ship, just as they can intercept player ships. it would be possible to actually follow the NPC player the entire journey. So now regardless of mode you play in, you will how popular that community gioal is by how "crowded" the system is...
If we have many players doing the cargo run, we will add more NPC players in PrivateGroup/Solo doing the same.
If we have many players intercepting these ships, then we will add NPCs doing the same, that targets both to real players and those NPCs.
If we have players defending these cargo ships (regadless if it is an NPC or a player), by jumping into the signal source, and fending of the attacker (regardles if the attacker is a NPC or a player), we can add NPCs doing the same. So we do not only have security coming to your aid, you have freelancers doing the same.
I think this will make the Elite Universe alot more alive and reflect more what is happening. Now if someone is trying to do BGS/PP stuff in solo/private group, then all modes should see an increase of NPCs doing the same thing. So you will not see the individual player/players doing it, but by just observing the NPCs you will see what is going on. and if you can't hunt the players you can hunt the NPCs.
And if we apply the same the same stuff regarding Power Play activities, then there is no hidden actions, so even if players are not shooting at each others, they can now react to other players actions by targeting the NPC ships that is generated as a results of the other players action.
So regardless of where lots of players are present, there will be more NPC ships there aswell. To show that the location is popular location among players.
Of course this system will lagging behind in generating the NPCs, but it would be better than what we have today. And we could actually react to players doing stuff in different game modes that have effect on you, giving you some options to react to this.
But as mentioned, this will most likely require that we have more persistent NPCs, and this for this to work, would also require that when a instance is created, it gets preloaded with more NPCs than what we have today, and also if jumping into a signal source, and then going back into super cruise, you should see the same NPC ships, and not have to regenerate new NPC ships.