This is where my confusion comes from. It's already there, almost as you say, but without instructions. I'm an Imperial PPer too, and we do the convoy one a lot between the Empire and the Federation, I think the teams are called Killjoys and Reapers respectively, but it's between stars and the station with interdictions rather than beacons. But the convoy is piloted by humans too. Ship defence doesn't seem much different to fighting in a CZ with a capital, but there's no NPC's? Combat zones of any kind without NPCs would be cool. Area domination is most of what the PvPers at CG's do. We grab someone, then fight over that space until there's no one left for one side to nav lock new players into the instance. Do it enough and eventually one side will dominate supercruise too. When I've been on the losing side, we have to jump and fly in formation so we don't get separated as soon as we jump back in, and try to take the system back to make it safe for Imperial pilots or whatever. It's heaps of fun, and I think a lot of people would play if they knew, but so many just assume we're all murderhobos and PvP is pointless. Noob defence is a thankless task I tells ya![]()
I guess my point is, if the game pro-actively orchestrated these kinds of activities, and importantly, they had some sort of true measure/worth/effect. ie: Rather than groups having to organise them themselves, the game did. ie: A specific one or two Powerplay missions/tasks/CGs with ideally slightly pimped up gameplay/mechanics available. Or CGs specifically aimed at OPEN/PvP. All of whcih offered "legal" PvP.
eg: Convoys simply being interdicted seems a bit pointless? However, having them for example having to fly from beacon A to B in normal space? Or if a specific station was being blockaded so you exited SC far further out (than 5-10km). Imagine CMDRs trying to get across the system safetly in SC, and then get to the station across 100km of space when arriving there.
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