How much of Open is more risky than Solo?
Gambling with a spin of the wheel, Robert.. The risk is in the gamble

How much of Open is more risky than Solo?
Gambling with a spin of the wheel, Robert.. The risk is in the gamble
http://images.techtimes.com/data/im...n-wednesday-night-at-10-pm-et-on-fx.gif?w=760
How much of Open is more risky than Solo?
The game will look at your combat rating and the ship you're in, and spawn NPCs appropriately - for example, I've never been attacked by a wing of NPC Deadly corvettes when I'm joyriding in my eagle, but I get pulled over by anacondas pretty often when I'm doing trading in my cutter. That is not the case with players, in fact some players will go out of their way to attack much weaker ships.
It actually depends, is the more correct answer. You're not wrong per se, just not including the entire context.
All true-random NPC spawns are based on your combat rank - and to what appears reasonable degree - your ship type. e.g. higher combat rank, higher chance of Deadly rank NPCs. Smaller ships generally get smaller npc opponents. Keyword is generally, not guaranteed but fairly consistent. In Python and Anaconda, you get Anaconda NPCs often enough ,but very rare even if your combat rank is high, when in an Asp.
However, mission specific NPCs are based upon the tier rank of the mission you took. Some missions only have random change NPC interdictions, but some missions - most notoriously the 'bring me back X item to this station' types - spawn pre-set NPCs. In the prior updates, the missions offered were hard tied to your mission type rank (e.g combat, trade, and explore missions were offered that matched or lower than your rank. You could not take an Elite trade delivery mission if you were lower Trade rank).
But with current game mechanic, all mission rank types are offered, it is up to the player to take on the harder level mission if they so choose. If you take the higher level missions on, and you get a mission type that spawns the email spam of 'hello player, NPC Bob has been sent against you, watch out' or the 'hello player, (2) NPC ships have been sent against you...' - then those NPCs are of the level range the mission rank is.
Which is where you get some players complaining where they have no basis to complain because they took the much higher level mission on but didn't realize it. They will take a high pilot rank mission, get the mission generated NPCs which also have the special super power that random NPCs don't - they auto follow you everywhere, infinite range. If you get one from Sothis while traveling 300 LY back, tough - you will have that Deadly npc forever until you kill him or evade each system you encounter him in.
These are the 'cheat' NPCs people sometimes talk about. The NPC in a ship that at max should jump half your LY range, yet somehow you high wake escaped away from him in your 40+ LY ship, arrive in the new system, and be greeted with the 'oh, there's the ship I was looking for evil laugh villain message from NPC Bob - the guy you just jumped away from with double the FSD range he should have - yet here he is, arrived ahead of you'.
Far as I am aware, some mission types never generate this mission-NPCs. Some always, and some fairly often. The ones that I know always generate them are the 'bring X back to here' types. You stack 5-10 of them, it is really good odds you'll have at least half that number spawn NPCs. So for 10 missions of that you could have a constant spam interdiction of 5 NPCs hounding you across all the systems you travel till you kill or arrive at your destination.
How much of Open is more risky than Solo?
I dont think there should be an open pve mode. I'm sure this has been brought up before and refuted but on the slim chance it hasn't:
Wouldn't open pve subvert protection services? If I'm not mistaken, there's entire groups dedicated to protecting differently equipped players. I play mostly in solo but my goal has always been to get my Icourier into a position where I felt confident enough in open to go out and protect traders/miners/explorers (I'm no use to anyone dead) from npcs and other players alike (I don't suppose I'd do too hot against other players but I'd be happy to hold up an attacker long enough so others can make an escape).
I suppose instancing issues and a lack of in game mechanics supporting/rewarding this type of play tends to stifle this at the moment. Even still, I'd prefer to see the issues worked out rather than the advent of an entirely new mode which would absolutely kill an opportunity for different segments of the community to come together in a deep and collaborative way.
No more than group and solo affect those services now. Traders, miners and explorers who want to play with the possibility of PvP would presumably continue to play in Open PvP. In turn, traders et al who would enjoy open PvE are probably not currently playing in open.
On the other hand, if there were a proposal where open pve mode kept mostly the same game mechanics and regular open gained access to microjumps in supercruise, I'd be on the front lines fighting for the change.
The proposal has been made - first post on this thread. Basically the same thing as Solo, but with other people.
Indeed and making an OPEN PVE mode will only make it lonelier.
Bollox my dear thread ignoring friend.Ironically pushing out entire group of players out of your game because you disagree with their choices is exactly that
Even worse, Mobius is a physical manifestation of that
Ah, I see the problem here. Reading the thread would solve that problem.I just don't see the point in an Open PVE mode. You've already got Mobius and Solo play. There really is zero point to adding a new mode.
I've seen several arguments for, and against it. I still don't see any point.
I just don't see the point in an Open PVE mode. You've already got Mobius and Solo play. There really is zero point to adding a new mode.