Since the beginning of Elite, there have been two camps; those who want some or all of the game to be Open-Only, and those who prefer to remain out of the sight of the first group.
I've been spending a lot of time thinking about this, and proposals for Open Only activities, since the recent dev posts about powerplay. And here's the conclusion I've ultimately come to:
It's impossible to make open-only work with the current system.
The primary reason for this is twofold:
- One side of any powerplay-related engagement prefers to never see the other player.
- The underlying mechanics of Elite make avoiding other players almost impossible to prohibit.
When it comes to Elite, the p2p matchmaking system means that, in order for any two players to instance together, their computers must be able to connect with each other. Open only only means you see the players in close geographical proximity to you; the chances of instancing with someone who lives any significant distance from you is severely curtailed. This can be exploited in multiple ways, including VPNs to shift your apparent location, to simply adding enough lag to your connection you can connect with the frontier servers for basic transactions like trade or delivering commodities, but not for high-bandwidth contact like pvp. But at its core, even a player with a bad internet connection will have a profound advantage over those who can connect easily.
Compounding this is the existing of ingame features such as Fleet Carriers, that make interdictions of players nigh-impossible, if they don't actively want it to happen. Players can jump in from an adjacent system, land their fleet carrier 25MM from the station, and drop in so fast it would be impossible to intercept them.
But worst of all is the fact that one half of players are intensely driven to avoid other players as much as possible. If a hauler can guarantee they won't see enemy players, they can dramatically increase their hauling efficiency. So any strategy they can come up with to avoid pvp contact entirely is always going to be the ideal solution.
This is where this problem can actually be fixed, and where I would like to draw attention and focused brain power:
How do you make players WANT to instance together?
There's a paradox, here. On the one hand, you want players to interact and engage with one another. On the other hand, every mechanic is pushing players to avoid contact and engagement as much as possible. The haulers don't want to engage the interdictors. The interdictors don't want to engage the hauler's defenders. And the haulers defenders don't really even want to kill the interdictors, because that just means a quick respawn, instead of a prolonged fight.
At no stage of the powerplay cycle are players actually wanting to
fight.
So how do you fix this?
The first idea that came to my mind was rewarding the haulers for interaction with the interdictors. Maybe giving them a large multiplier to their hauling efforts if they get interdicted and escape.
Only, that hangs on a tightrope. If the bonus is too small, then it won't be worth it, and people will still just avoid contact entirely. If the bonus is too big, then you end up actively discouraging interdictors from participating, for fear of making the situation
worse.
You could simply reward players for pvp outright. Killing enemy players in combat ships rewards you with merits.
Only that's open to exploitation and farming.
You could instigate a pvp elo-based system, with duels between high-skill players giving great rewards.
Only that ignores any complexity at all, and simplifies powerplay down to an elaborate dueling mechanic.
The list goes on. None of my ideas are perfect. The one thing I know is this; without making the haulers
want to participate with other players, given the architecture and design of multiplayer in elite, you cannot
make them do it. Open only or not makes no practical difference in that fundamental problem of the desire(or lack thereof) for participation.
So I turn to you. Help me answer this question. How do you make players
want to play in open, knowing they might be killed? How do you do this without discouraging the interdictors from interdicting, feeling as if they're useless?