I agree about NPCs being just an annoyance.
And you can safely ignore them if you have a Cutter.
So all this proposal will be is nothing more/less than an annoyance - pretty much the same way fast-forwarding merits 10t at a time is...
I agree about NPCs being just an annoyance.
Well, this disregards a simple fact:
For pvp-ers, the PVE pose no challenge.
For pve-ers, the PVE seems to be challenging enough...
Maybe it's a reason that all the calls for harder NPC are coming from the PVP micro-neighborhood and none from the PVE side.
If people that demand harder NPC would fly for a month non-engineered ships... If only.
Think of thechildrenless-than-pro players
And you can safely ignore them if you have a Cutter.
So all this proposal will be is nothing more/less than an annoyance - pretty much the same way fast-forwarding merits 10t at a time is...
Thanks for the clarification
I agree about NPCs being just an annoyance. Even if NPC ships have FSD modules engineered for the wide angle mod - it'll just slow the haulers down. In a close fight like the recent Imperial-Fed tussle over Mbambiva it could be a factor but otherwise...
And that's a problem that's difficult to solve because there's a limit to how good you can make the AI be at interdicting. Like in theory it could be perfect every time because it's the AI and not limited by human ability, but because everyone knows that if it is perfect it doesn't feel like the player is in a contest with it, they either have a ship able to escape every time or never depending on what they fly.
Edit: It also means that the primary determinant of how smoothly you can do Powerplay isn't your level of skill or engineering, it's the base supercruise agility of the ship you choose to do it in, which you can't actually change or progress it's inherent to the ship.
What makes you think it costs money to participate in?Sure, which means Powerplay is intended as a beginner activity, then.
But it's horribly unsuited for being a beginner activity, because it costs significant money to participate in, a naive PP merit action is usually actively bad for the power, it makes you a valid PvP target in large parts of space, and the rewards are trivial by the standards of almost anything else.
If it's supposed to be a beginner activity, it needs a complete rewrite to make it actually beginner-friendly beyond "well, the NPCs don't really try to shoot you". If it's supposed to be an expert activity, it also needs a complete rewrite, but in a very different way. (Sandro's proposals suggested that he, at least, thought it was supposed to be an expert activity, not that that should stop Frontier making a proper beginner-friendly rewrite of it instead if they wanted to go that way)
If this forces you to use a smaller, more agile ship then its worked already, since you can't meta your way through it. Currently its easy to haul or even travel when thinking about it you have ten gangs wanting you dead- naturally things should be spicier the more senior you become.
Trouble there is that the Cutter is agile enough to avoid any NPC interdiction (more agile in supercruise than an Anaconda or Type 9/10, a little less than a Corvette). And you can't change supercruise agility, it's baked into the ship.
So it doesn't force people into a smaller ship, just a prettier one.
And like I said, supercruise interdictions are not the only way these guys come after you- they act as bounty hunter / pirates who will occasionally pop into your instance elsewhere too- ironically a bit like how the defection police should work. Also, if engineering is things like phasing, grom bombs, cytos etc then you'd have to be careful even with a Cutter. A wing of four phasing Vultures would cut a standard Powerplay Cutter hauler to pieces.
Will they kill you 100%? No. What they do is keep you moving and looking over your shoulder.
That's why there will be Powerplay Thargoids every now and then!Them NPC BH will be left sniffing the Cutter's Exhaust Gases.
If this would happen in all modes, than yes - why not? Only in Solo, definitely NOT.
Benefits of such change? Cant see any, objectively speaking. It will be an annoyance at best
And no, it will not disrupt a determined botter. Pretty sure a bot can be programmed to drop off when being interdicted, then realign, boost, wake away - all of it in 15s
Them NPC BH will be left sniffing the Cutter's Exhaust Gases.
Eventually every player will do just that... submit. boost, wake, rinse and repeat... while cursing FD for the avalanche of interdictions...
However, It will annoy (and eventually remove completely from PP) the nooblet that cant afford a shield tank Cutter.
But as Ian said above, if this is an advanced gameplay, nooblets should do something else anyway...
You seem to be ignoring too that I'm not just talking about interdictions but also real space attacks- complicating your missions.
Yeah, so let's continue to leave the most unused and underdeveloped content in the dumps because some people don't wanna pay for horizons which should be the core game to begin with.The proposal would disenfranchise those who can't play in either of the multi-player game modes and also those who don't own Horizons, noting that Powerplay is base-game content.
Boiled down to its essence, the proposal seems to be a variant of "make the PvE game more difficult" - which might not be a bad thing in certain cases, however this proposal does so in ways that would adversely affect a not insignificant number of the player-base, i.e. the c.50% who don't own Horizons and also the "significant portion" (to use Sandro's words) who either choose to, or have no choice but to, play in Solo.
If it's just persistent attacks when you're not specifically engaged in a powerplay activity it wouldn't feel like it's really related to your powerplay, because it wouldn't stop you doing powerplay stuff (because that's mostly supercruise or no fire zones), it would bother you whilst you're doing anything except powerplay. Which doesn't feel like it fits the intention of spicing up powerplay.
Yeah, but the stated intent from the start of the thread was to put some risk into the delivery phase of powerplay, currently the domain of big fat trading ships because the riskiest thing about it is getting RSI picking up cargo ten units at a time.
The delivery phase (i.e. traveling about)
And the actual suggestion, when thrashed out, looks like it does the opposite of that. Delivery itself would still be zero-risk, the consequences would strike all of the rest of the time, when you don't need to be in your big fat trading ship anyway.
And as I said, this sort of suggestion would work better in a different powerplay, where your faction would be hostile with a limited number of others at any given time, changing semi-regularly and you would be subject to attack by NPCs at any time either in their space or in border regions based on your level and effectiveness of PP activity. But the powerplay system we have isn't that.
A powerplay system that's just "sign up here to be persistently annoyed by extra NPCs" isn't going to be terribly attractive.
...
Idea:
Taking elements already in game (spec ops, engineering, interdictions, Powewrplay rank and Powerplay merit count) you introduce targeted interdictions to pose a challenge and disrupt routine travel- after all, Powers are rival gangs and are hostile to each other (bar certain exemptions).
A targeted interdiction is when a player gets pursued by increasingly powerful ships based on merits generated and rank for that cycle.
Rank selects how difficult your opposition will be:
Rank 1: no engineering
Rank 2: (up to) G1 engineering
Rank 3: up to G3 engineering
Rank 4: up to G4 engineering
Rank 5: up to G5 engineering
Merit count dictates how often these NPCs will spawn (mixed with RNG). This would also influence wing size.
...
No, that's just like ED locking vanilla gameplay behind grindwall (and DLC). Powerplay is vanilla and should be accessible to vanilla. Enemy strength should rather be reflected by player equipment score (you got engineering - they get too). Take that table and turn it around:
Player: No engineering - enemy rank 1
Player: Up to G1 - enemy rank 2
etc.
Tweak these enemy ranks accordingly.
So what is the difference between a CZ, Thargoid or wing assassin mission and Powerplay then? They are 'vanilla' too- are they 'locked' as well?