Powerplay sees a lot of activity in game modes that offer covert activity and lower risk for same reward, abusing the purpose of the game modes.
Stealing Xargo's idea here.
A fair solution to rectifying the activity in all the modes without forcing someone to play a certain mode or by punishing players in certain modes is to have a mirror copy of cmdr's in all the modes they're not currently playing in. These mirror copies are the actual cmdrs - following their movements and actions but upon any interaction (interdiction, shooting, bumping, etc) with another cmdr in a different mode they become npc controlled. Any action their npc version takes will not have any adverse effects on the player (like bounties, law breaking). NPCS in other modes would not interact with the mirror copies at all. At no time is solo/private playing against a human player that they dont want to be.
The goal is to give an equal chance to observe (and be observed), equal opportunity to directly oppose enemy activity and basically plug any unwarranted benefits from the given modes. Successfully opposing the NPC mirror results in any merits that cmdr had currently not applying to their power but would still apply to themselves. cmdr's in both modes are made aware of the result of the action. The initiated activity occurs in all affected parties games and can be defended against (resulting in retaining your power's merits - both by winning or tying).
ie: cmdr 1 in solo sees mirror cmdr 2 in solo in Super Cruise. Cmdr 1 interdicts cmdr 2 - wins interdiction and destroys cmdr 2.
cmdr 2 at the same time sees cmdr 1 and gets interdicted. He submits to the interdiction but kills cmdr 2.
Result: tie. No loss of power merits for either cmdr. A cool down period of 10 minutes occurs before either cmdr sees eachother pop back up on radar if in the same instance at that time. Regardless of result of interaction.
overall positives: gameplay is not harmed for solo/private as they still are interacting only with npcs. Activity is no longer artificially hidden because you chose to play in a certain game mode and direct opposition is now possible without forcing anyone to a given game mode. Opening the possibility for community goals to be across game modes as well.
Negatives: networking. Due to the nature of ED's networking cmdr's would be connecting with potentially many more other cmdr's than usual since the mirror cmdr's need to reflect their position and activities until the point of interaction with a cmdr in another game-mode. This would be mitigated by a less restrictive (read. efficient) client-side means of sending data from one client to many others simultaneously, but probably will never be implemented. However, since the negative impacts of lower bandwidth - high latency players is only an issue up to the point of interaction, it should have little effect on gameplay and no affect on the outcome of any offense/defense.
Stealing Xargo's idea here.
A fair solution to rectifying the activity in all the modes without forcing someone to play a certain mode or by punishing players in certain modes is to have a mirror copy of cmdr's in all the modes they're not currently playing in. These mirror copies are the actual cmdrs - following their movements and actions but upon any interaction (interdiction, shooting, bumping, etc) with another cmdr in a different mode they become npc controlled. Any action their npc version takes will not have any adverse effects on the player (like bounties, law breaking). NPCS in other modes would not interact with the mirror copies at all. At no time is solo/private playing against a human player that they dont want to be.
The goal is to give an equal chance to observe (and be observed), equal opportunity to directly oppose enemy activity and basically plug any unwarranted benefits from the given modes. Successfully opposing the NPC mirror results in any merits that cmdr had currently not applying to their power but would still apply to themselves. cmdr's in both modes are made aware of the result of the action. The initiated activity occurs in all affected parties games and can be defended against (resulting in retaining your power's merits - both by winning or tying).
ie: cmdr 1 in solo sees mirror cmdr 2 in solo in Super Cruise. Cmdr 1 interdicts cmdr 2 - wins interdiction and destroys cmdr 2.
cmdr 2 at the same time sees cmdr 1 and gets interdicted. He submits to the interdiction but kills cmdr 2.
Result: tie. No loss of power merits for either cmdr. A cool down period of 10 minutes occurs before either cmdr sees eachother pop back up on radar if in the same instance at that time. Regardless of result of interaction.
overall positives: gameplay is not harmed for solo/private as they still are interacting only with npcs. Activity is no longer artificially hidden because you chose to play in a certain game mode and direct opposition is now possible without forcing anyone to a given game mode. Opening the possibility for community goals to be across game modes as well.
Negatives: networking. Due to the nature of ED's networking cmdr's would be connecting with potentially many more other cmdr's than usual since the mirror cmdr's need to reflect their position and activities until the point of interaction with a cmdr in another game-mode. This would be mitigated by a less restrictive (read. efficient) client-side means of sending data from one client to many others simultaneously, but probably will never be implemented. However, since the negative impacts of lower bandwidth - high latency players is only an issue up to the point of interaction, it should have little effect on gameplay and no affect on the outcome of any offense/defense.