Powerplay allow direct opposition of powerplay - regardless of mode

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.
 
I don't think FDev cares enough to make any changes - they can't (or won't) fix outright bugs reported weeks and weeks ago. They aren't going to make a major change like this when they've said before - working as intended (in regards to PP working in Solo mode).
 
That's an interesting proposal! If it meant we could see 5c activity and stop it from affecting the power by cancelling the influence as well, that'd be good - though what about situations like where, say, you see an ally who you think is 5c'ing, so you interdict them, steal their cargo, but don't kill them? I guess that's a nuance of the proposed mechanic that would have to be considered as well. Would that still count as a stalemate outcome as with a kill? That still leaves the possibility of counter-counter-5c activity, which may even be worse? Thoughts, OP?

FTR, I play almost exclusively Solo at the moment, but would still be in favour/prefer PP being limited to Open only, as that still seems like the only real way around all the nonsense that we're seeing every cycle now. It'd be nice to have a more solid understanding of how the rankings are calculated. I find Patreus moving up this week a quite baffling, but only because I don't understand quite what's happening with all the numbers in the background.
 
Stealing the cargo occurs in your instance. In their instance if the cargo is not stolen but they survive / kill the npc representing you, then that would be a stalemate. However, if in their instance they are killed by the npc or things are stolen or they combat log then the outcome is that they lose what you stole in your instance. Lose in the sense of their merits affecting Powerplay, they would still retain it for themselves for their rank. (the game internally would track merits with two numbers instead of 1)

as far as 5th, with the activity of everyone - regardless of mode exposed (as much as instancing allows) i think there will be a huge drop in this. However this change isn't meant to remedy the issue of players sabotaging their own powers, but simply to take away the unwarranted advantages that game modes have on powerplay without forcing them into a certain game mode.

And yes, i understand the likelihood of FD addressing the issues of powerplay with a logical fix like this is unlikely. Figured I'd throw it out there anyway.
 
I love all the ideas, but they are crapped on by one simple fact:

Xbox players share the same Universe as us.

So there will never be a way to achieve what you want to happen. Those players might not be in solo, or even Group, they could be Xbox players.
 
xbox would have the same thing but just confined to them. The overall effect would be maintained - it's not like instancing will allow us to see more than like 16 people at a time anyway. It's the potential that matters, subterfuge is no longer guaranteed.

Although, i'm not sure if xbox has a technical reason it's separate or a gameplay reason. If it's gameplay then having cross-platform visualization should be fine, just treated as another mode so differences in pvp behavior are never an issue (no unfair advantages of pc vs xbox).
 
xbox would have the same thing but just confined to them. The overall effect would be maintained - it's not like instancing will allow us to see more than like 16 people at a time anyway. It's the potential that matters, subterfuge is no longer guaranteed.

Although, i'm not sure if xbox has a technical reason it's separate or a gameplay reason. If it's gameplay then having cross-platform visualization should be fine, just treated as another mode so differences in pvp behavior are never an issue (no unfair advantages of pc vs xbox).


My understanding it is a licensing issue.

"The parity clause is designed to encourage developers to launch on Xbox One at the same time as on other platforms. Or, if they launch later on Xbox One, this version is different somehow."

http://www.eurogamer.net/articles/2015-03-16-whats-the-latest-with-the-xbox-one-parity-clause
 
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