Power Play in my opinion is one of the game greatness, but it didn’t work as intended, still in my opinion, for one simple reason, which is linking each faction to a unique module. That caused players to jump from one to another naturally to obtain those modules, hence, affecting the whole idea behind PP.
So, I believe that removing special PP modules and adding them to engineers will solve the loyalty issue.
Also, I’m for open play indeed whether for PP or the entire game, but to succeed the crime system MUST change.
It’s not really friendly out there, and I can say that from experience I met so far less than 50% friendly players, whereas the rest are totally ruthless who will wreck you without any cause, whether during community goals missions or roaming the space.
Pirating is part of the game, and if some find their happiness in doing so, no problem, but they must also pay for it. It is the least common sense solution here is to have the attacker pay for the entire ship insurance if destroyed without cause, like being wanted for example, including the value of the goods or data destroyed along. Another mechanism is to give the player being interdicted/attacked the option to accept or reject the challenge of the attacker.
The above scenarios are actually borrowed from other games I played and can’t see why the devs can’t or won’t apply them to Elite Dangerous so basically every one becomes happy.
So, I believe that removing special PP modules and adding them to engineers will solve the loyalty issue.
Also, I’m for open play indeed whether for PP or the entire game, but to succeed the crime system MUST change.
It’s not really friendly out there, and I can say that from experience I met so far less than 50% friendly players, whereas the rest are totally ruthless who will wreck you without any cause, whether during community goals missions or roaming the space.
Pirating is part of the game, and if some find their happiness in doing so, no problem, but they must also pay for it. It is the least common sense solution here is to have the attacker pay for the entire ship insurance if destroyed without cause, like being wanted for example, including the value of the goods or data destroyed along. Another mechanism is to give the player being interdicted/attacked the option to accept or reject the challenge of the attacker.
The above scenarios are actually borrowed from other games I played and can’t see why the devs can’t or won’t apply them to Elite Dangerous so basically every one becomes happy.