A huge amount don't, hence the popularity of PVE PGs.
They could add both PVE and PVP objectives. Some could be PVE-only, others Open only.
A huge amount don't, hence the popularity of PVE PGs.
But this is not really what Open Powerplay is about though- this is not set fights CQC but you flying out, doing your stuff and dealing with whatever you find- its opportunistic.PP 2.0 would fail harder if it was open only. Wings of 4 players hunting other players in CZ, not doing the CZ just looking to gank... and lone players just hitting jump the moment they notice you nearby. They'll be ling gone before those elite pvpers land. Real fights would be rare.
Like this is common in setups like folks imagine. FDev have a hard balancing act. I applaud them taking it on. I would love to have a new more mercenary/privateer style combat mechanic.
Only way to resolve this would be to cap players allowed in the CZ, which EVE had to do - cap size AND number of ships. Force duesl
Nothing quite like the feeling of getting a few o7's from folk as you cold boost through a blockade and the letterbox before turning your thrusters back on just in time to decelerate before hitting the back wall.But this is not really what Open Powerplay is about though- this is not set fights CQC but you flying out, doing your stuff and dealing with whatever you find- its opportunistic.
In Powerplay terms Open players do a better job of being random and sneaky than NPCs, since they are not bound by strict NPC rules. This is why I asked the question about Top 10 pilots being molested more by NPCs to approximate being an ace targeted by rivals.
PP V2 will live or die by its Powerplay PvE- that is, what Powerplay NPCs do and how they put pressure on you- if they don't it makes FDs idea of large powers being more vulnerable a bit shaky and Open being seen as the only mode that pressure can be applied.
The other thing I'd say is: its not ganking in Powerplay, given destruction has context. Unless FD changed it, its even listed as an objective as 'commander destruction' in the undermining UI.
Is that unexpected?
Making it a little simpler, a little more intuitive, a little more accessible, a little easier to mess with - it's a positive move.
Goodness knows it'd be exciting to see them accomplish a full re-imagining of the game in Rubbernuke's vision, but... taking a realistic view on things, this is about as what should have been expected. It's more just that it's late in coming, I reckon.
I've been kinda-sorta wanting to try being involved with Powerplay for years, but haven't, because of the time commitment (and I keep running into surprisingly large time-investing games on my gamer backlog lately, like Loop Hero of all things, kicking my butt for the last week). These changes sounds like they might make it easier for me to have some fun doing so. (And if I do get the Elite itch again, I need something to do until that new ship is accessible for everyone...first time in a while I've been tempted at an IRL expenditure for ingame goodies)
That's a shame, because so many players want that.
Hell, even Rubber's vision with open only and all his bells and whistles would be better than this, even though i oppose open only. At least we'd have a live experiment of it and finally we would get to see what making a feature open only would do for it.
But this is not really what Open Powerplay is about though- this is not set fights CQC but you flying out, doing your stuff and dealing with whatever you find- its opportunistic.
And so many don't.
We will never know the true numbers of how many want it vs how many don't.
One thing I would say from my experiences of early PP 1.0 in open is that it would lead to a lot more of an active, vibrant and engaged community within those that do get involved in Powerplay, with players using the Reddits and Teamspeak (lord that makes me feel old typing that word out), to coordinate wing activities to try to ensure success against a potential foe.
Are the changes in Powerplay 2 sufficient to regain lots of players and keep them playing for a long time. I think PP 2 needs content updates post-launch. Such as more variety for the PP activities.
Is this the same FD that (unless its been changed) actually has player destruction as a goal? Stopping someone has strategic value.Plenty of gankers and pvp-ers will rejoice at the target rich environment - not for PP20 but for salt mining and pixel fireworks...
Who are you, Braben 2.0? I mean you cant possibly think pp20 wont make it gankers paradise if it went open only
I guess FDev just knows better.
It looks like this:That's suggesting people play the game just for Powerplay, in my opinion no-one does that, Powerplay is just one aspect of the game, it won't attract new players or bring old players back for long, there's plenty to do in the game besides Powerplay, so if people left the game it wasn't only because of Powerplay.
I assume though every power still has BGS effects it can impose on systems along with the visuals on stations.YES!
Will the ethos system linked to governments be changed?
Governments will no longer play a role in how powers take over and maintain control of systems, you won’t need to have governments in control that don’t match the superpower of your power to be optimal.
This means no need for favourable Governments, so Sacra Oculus can control systems within Powerplay without penalty.
Yeah but at least those who are 0 CC or minus CC won't be ousted for no reason.I assume though every power still has BGS effects it can impose on systems along with the visuals on stations.
From whats been said CC is no longer in V2 so you can expand to anywhere you have influence.Yeah but at least those who are 0 CC or minus CC won't be ousted for no reason.
It looks like this:
If you just haul ore, you get 100,000 credits.
If you drive ore and you are in power, you get 200,000 credits.
While you're not in power, your influence on the system is 0.
If you are in power, you influence the BGS.
It is up to you to decide whether you are in the force or not.