I've been thinking a lot about Powerplay recently. About how many players want an open-only environment, while for others, that's the last thing they want. How these two poles could be brought together.
I think the first thing to realize is that, when it comes to pvp, we don't NEED any help for gankers. Gankers find plenty of targets on their own, and the incentives for Ganking are already fully explored.
What needs to be incentivized are more complex behaviors, like Piracy. The current setup puts very little weight or drive behind player/player piracy.
At the same time, we need to mitigate the losses on the defending side. Losing a truckload of Merits doesn't cost much in the way of credits, true, but it DOES cost you in terms of all the time spent clicking through menus, which in a way is even worse. Nothing is worse than being forced to repeat a sequence of annoyances over and over every time you die.
With all this in mind, I have an idea for a new system, a replacement for the current Merit Hauling. Hopefully this new system will retain the spirit, while making it fresh and interesting, and also protecting traders, while encouraging piracy.
Step One: Merits are replaced by Standard Commodities.
Each Power will have a specific commodity that has some relationship with their aspects. For example, Archon Delaine might be Narcotics, while Patreus might be Non-Lethal Weapons, and Winters might be Survival Equipment.
Players must bring these commodities to the Home System, where they are sold at full value. This becomes a lucrative traderoute for players in this faction. But that's not the end of it.
Once sold, the players earn a modified version of that same commodity, which is then delivered out to the varying systems. However, these modified commodities are condensed from the normal version; for example, for 50 Narcotics hauled to Archon Delaine, you might get a SINGLE ton of his signature Blue Narcotics. This crate is given for free, but when delivered to the target system, pays off approximately as well as the initial trades did. For example, you can buy Narcotics for as low as 1000 credits, and sell them for as high as 11000 credits. Therefore, the crate of Blue Narcotics, worth the trade of 50 normal Narcotics, would have a value of 500,000 credits!(this process could, in theory only work in Open, and said commodities disappearing from your cargo hold and reappearing at the Home system when you swap to Solo).
Here's some possibilities, all selected to have relatively similar trade values(except Crop Harvesters, they'd need to be buffed, but as someone who works on a farm, they're way too cheap anyway).
This condensing feature has two benefits. For one, it means players can take ships less optimized for raw hauling when they enter enemy territory. This makes it more fair for them, and gives them a better chance of survival. Players could even take small ships like an Eagle and ferry 2-4 commodities at a time and still have an impact.
But on the flipside, it means that enemies have the ability to steal reasonable amounts of highly valuable commodities from them, even in smaller ships built around piracy, and it makes this piracy well worth it.
Lastly the relative values of these varying commodities would be based, in part on the galactic status of the Power. The more systems they control, the more valuable their commodities become. This pushes players to want to expand their power to help their own trade routes become more profitable.
The last step of this would be de-incentivizing the wanton murder of enemy forces.
Step Two: Penalizing Players for Wanton Murder
As I said, Ganking already has more than enough incentives for doing it, it doesn't need any more. And while giving players valuable commodities in their holds is a good incentive to pirate them first, it's no incentive not to pop them after, anyway.
Basically, I think that killing over a certain number of non-hostile forces on an opposing faction should begin to negatively impact your ranking in your own Power. After all, while these Powers are fighting each other, they also have a reputation to maintain, and even someone like Archon Delaine doesn't want to make people SO angry at him that they declare all-out war.
Of course, there would be exceptions to this rule. If you encounter someone pirating someone from your side/actively committing a crime, you should be able to blow them up without consequences. And if you come under attack while pirating someone, you should be able to fire back with impunity. What should be very much discouraged is killing harmless traders, especially since it might lead to them just self-destructing next time before you can steal their stuff. Piracy depends on an unspoken contract of behavior; you give me your stuff without a fight, and I won't be forced to kill you.
Result
Hopefully, the results of this would be a system that encourages players to join and expand Powers, while encouraging more brands of gameplay than JUST blowing up every enemy you see.
I think the first thing to realize is that, when it comes to pvp, we don't NEED any help for gankers. Gankers find plenty of targets on their own, and the incentives for Ganking are already fully explored.
What needs to be incentivized are more complex behaviors, like Piracy. The current setup puts very little weight or drive behind player/player piracy.
At the same time, we need to mitigate the losses on the defending side. Losing a truckload of Merits doesn't cost much in the way of credits, true, but it DOES cost you in terms of all the time spent clicking through menus, which in a way is even worse. Nothing is worse than being forced to repeat a sequence of annoyances over and over every time you die.
With all this in mind, I have an idea for a new system, a replacement for the current Merit Hauling. Hopefully this new system will retain the spirit, while making it fresh and interesting, and also protecting traders, while encouraging piracy.
Step One: Merits are replaced by Standard Commodities.
Each Power will have a specific commodity that has some relationship with their aspects. For example, Archon Delaine might be Narcotics, while Patreus might be Non-Lethal Weapons, and Winters might be Survival Equipment.
Players must bring these commodities to the Home System, where they are sold at full value. This becomes a lucrative traderoute for players in this faction. But that's not the end of it.
Once sold, the players earn a modified version of that same commodity, which is then delivered out to the varying systems. However, these modified commodities are condensed from the normal version; for example, for 50 Narcotics hauled to Archon Delaine, you might get a SINGLE ton of his signature Blue Narcotics. This crate is given for free, but when delivered to the target system, pays off approximately as well as the initial trades did. For example, you can buy Narcotics for as low as 1000 credits, and sell them for as high as 11000 credits. Therefore, the crate of Blue Narcotics, worth the trade of 50 normal Narcotics, would have a value of 500,000 credits!(this process could, in theory only work in Open, and said commodities disappearing from your cargo hold and reappearing at the Home system when you swap to Solo).
Here's some possibilities, all selected to have relatively similar trade values(except Crop Harvesters, they'd need to be buffed, but as someone who works on a farm, they're way too cheap anyway).
Hudson | Reactive Armor | Core Dynamics Body Armor |
Patreus | Non-Lethal Weapons | Imperial Stun Weaponry |
Mahon | Crop Harvesters | Advanced Crop Harvesters |
Duval | Imperial Slaves | Imperial Servants |
Aisling | Consumer Technology | Brand-Name Technology |
Torval | Slaves | Torval Imperial Slaves |
LYR | Auto-Fabricators | iFabricator |
Delaine | Narcotics | Blue Narcotics |
Antal | Progentor Cells | Utopian Medicines |
Winters | Survival Equipment | Refugee Shelters |
Grom | Gold | Stamped Gold Bullion |
This condensing feature has two benefits. For one, it means players can take ships less optimized for raw hauling when they enter enemy territory. This makes it more fair for them, and gives them a better chance of survival. Players could even take small ships like an Eagle and ferry 2-4 commodities at a time and still have an impact.
But on the flipside, it means that enemies have the ability to steal reasonable amounts of highly valuable commodities from them, even in smaller ships built around piracy, and it makes this piracy well worth it.
Lastly the relative values of these varying commodities would be based, in part on the galactic status of the Power. The more systems they control, the more valuable their commodities become. This pushes players to want to expand their power to help their own trade routes become more profitable.
The last step of this would be de-incentivizing the wanton murder of enemy forces.
Step Two: Penalizing Players for Wanton Murder
As I said, Ganking already has more than enough incentives for doing it, it doesn't need any more. And while giving players valuable commodities in their holds is a good incentive to pirate them first, it's no incentive not to pop them after, anyway.
Basically, I think that killing over a certain number of non-hostile forces on an opposing faction should begin to negatively impact your ranking in your own Power. After all, while these Powers are fighting each other, they also have a reputation to maintain, and even someone like Archon Delaine doesn't want to make people SO angry at him that they declare all-out war.
Of course, there would be exceptions to this rule. If you encounter someone pirating someone from your side/actively committing a crime, you should be able to blow them up without consequences. And if you come under attack while pirating someone, you should be able to fire back with impunity. What should be very much discouraged is killing harmless traders, especially since it might lead to them just self-destructing next time before you can steal their stuff. Piracy depends on an unspoken contract of behavior; you give me your stuff without a fight, and I won't be forced to kill you.
Result
Hopefully, the results of this would be a system that encourages players to join and expand Powers, while encouraging more brands of gameplay than JUST blowing up every enemy you see.