5c strategies are simple, compared to normal attacking or defensive approaches. Picking high-loss making systems to expand to and fortifying all the garbage etc, is about grind by fair means or foul, it doesnt take a genius, or even rely on making good choices. Balancing CC & reward/effort assessments are far more of a theory challenge than 5c which is in comparison, pretty much like beating yourself on the head with a mallet.
"Balancing CC" is even less of a thing now that there is a Consolidation Vote.
Trying to expand to a profitable system is exactly the same sort of "grind fest" you claim 5C activities are.
Both 5C strategies to make a player lose profitables and non-5C strategies to make a player lose loss-makers need to calculate anticipated results (what if scenarios). Both require a combination of tactical UMing and Forting.
I'm still not seeing the difference. If 5C is a grind-fest, then all of PP is a grind-fest.
When the easy option is most effective, it devalues the actions of everyone not doing it.
Yeah, so what? How many games in the history of gaming allow players to earn more powerful weapons as they progress through the game? Like all of them? Did you complain about the rocket launcher in Quake because it devalued the pea-shooter you started with? Do you complain about the Vulture devaluing the Sidewinder?
Not only, but not least, because they know throughout that they could be having far more impact by simply being a um, 'male chicken'. Its just like the passage in Catch 22, where Milo subcontracts bombing runs from the Germans because it is much more efficient for him to bomb his own airfields with his own US planes than for the Germans to bother doing it. Catch 22 is supposed to be a sickening farce btw, not an aspiration..
Read that book long ago - but this is a flawed analogy. 5C is more like the US sending spies into Germany to sabotage german planes so that the US doesn't have to shoot them down (or be bombed with them) later. It just so happens that "fortifying non-profitable systems" is an act of sabotage. Would you like 5C more if you could fortify enemy systems without having to pledge to their power?
Open vs PG/Solo is a game-balance thing because Open is negated by the risk-free efficiency of zero-defences hauling in Solo/PG. Open becomes a pointless indulgence when Solo/PG is a Powerplay option. & yes, anyone can click solo/PG, but why should you be able to remove at a click, all the players of the opposing team, in a Team Game?. Sure, I wouldve been a hellova football player if I couldve done the same thing there. I wouldve needed very little teamwork, except to restart the game after I never failed to score a goal, over and over again, relentlessly. How ridiculously boring that wouldve been. Even small kids can figure that out on the playground & it really does apply here.
If "Open" is a "pointless indulgence" then maybe we should remove Open from the game?
Sounds again to me like you are simply trying to play a different game than the one FDEV actually built for the sole reason that you simply do not like the game as they have built it. Which is fine, but we should acknowledge that is what we are actually doing. So, while lobbying FDEV for desired changes, shouldn't we still optimize our current gameplay strategies based on the game we have to play today, rather than the game we hope we might be playing someday?
Yes, both sides in a conflict can choose the most effective course of action. Which is to leave a skeleton crew behind to stifle 5c action as best they are able, while the vast majority of CMDRs on each side pledge to the opposing power in order to 5c & Milo the hell out of their own airfields.
To me, that actually sounds way more fun than the current PP grind-fest within each power. (For context, I'm a veteran in my power with about 2.5 years pledged to that power and about 2 years active on their Reddit/Discord). At the very least it would be a different grind which would still be more entertaining at least for a few months of cycles I would think.
Its a race to the bottom, last one with any players left, wins. well, loses, actually since all their players were pledged to the opposing team. Sounds fantasticly dumb, doesnt it? That's why we're against it.
Do you really think that beating a power into submission will only cause players to leave if the winning team uses 5C vs not 5C?
I actually want my power to win PP and then either be "done" or have some sort of "Era Reset" that restarts the game, but I have a win chalked up now. Kind of like the squadrons stuff that just came out. I don't actually want to play Elite Power Play "forever" (that sounds insane to me). I'd love to "win PP" for my power once and for all!
AFK turret boats are unbalanced, but not because some powers dont use combat expansions. It's irrelevant if everyone can use an exploit or not, its still an exploit.
So which of these are exploits?
1. PP-only spawns 60-120km outside of Nav beacons.
2. Healing beams
3. Premium Ammo
4. AFK turreted ships
5. Scripted hauling bots
I've seen lots of different opinions on the above 5 in various forums and powers with little consistent rationale. #1 feels like more of a "game bug" than 5C stuff, yet everyone has always been fine with #1. I can see how #5 breaks the game's TOS and is a no-no. But what of 2-4?
AFK turret boats allow the equivalent of offline merit farming. AFK is offline near as damnit.
So what? Plenty of games allow for "offline progress" of all sorts. Why is it bad, particularly if "anyone can do it equally well"?
It has less in common with ED than it does with bitcoin mining. There was some mention of it iirc from a dev, when healy beams were adjusted down. Zero effort, zero interaction, maximum effectiveness = A Bug. You dont need a dev to tell you that.
So building a turret-boat is zero effort? How is it easier than building any other ship of similar cost?
Isn't the very definition of "effectiveness" finding a way to get a desired result with less time or credits?
And isn't pretty much every single PP activity always looking for "more effectiveness"? Or do you haul your forts in a Sidey instead of a Cutter because you hate "maximum effectiveness"?
Why are some "effectiveness optimizations" bad and others good?
As for the other bugs, 5c is a valid thing in proportion. It is currently massively out of proportion of effect, and that is what makes it a bug.
I agree with this, but again, until FDEV changes things, why wouldn't we all "play to win" the game we have been given? Exploits only get fixed if they are actually, um, exploited, not just talked about as mostly "hypotheticals" on forums.
Espionage, 5c, these are all things that allow more diverse & intriguing gameplay for people attracted to that kind of thing & ive got no problem with that. A large part of the reward of such actions should be intelligence gathering & misinformation.
Well said!
What needs addressing is that 5c are more effective than any amount of conventional defense or attack, and are immune from any kind of defence or attack.
If power A 5Cs power B, that doesn't make power A immune from the reverse (power B 5Cs power A). So I'm not persuaded by your immunity argument. This is sort of like saying "FDLs are overpowered, let's all agree to stop using them pretty please until FDEV nerfs them".
And the game treats them like valued comrades and even pays them a wage, when every human participant knows they are parasitic cancer set on rotting the Power they are pledged to.
Sounds like some gameplay improvement suggestions could come out of this. Maybe a way for people in a power to vote out players performing 5C activities, and provide some gameplay element that allows these activities to be "found out" (but not too easily). Or maybe not "vote out" but "vote to remove salary" or something like that. Let your imagination run wild!
Point being, don't just mention problems - contribute solution ideas as well.