Ooof, conversation really moved yesterday!
I don't think that's what anyone's asked for at all. All the calls have been for specifically powerplay transactions to be counted in open mode - so if you're between missions and don't have any powerplay business going on, you're free to log into solo/private and do whatever.
But as I understand it, the
essence of PowerPlay 2.0 is that
everything you do is also PowerPlay activity when pledged.
As for how possible that is, that really depends on exactly how pp2.0 even works. Like, opposed conflict zones are a bit of a no-brainer, they could be made to only spawn in open. Something more nebulous like "delivering exploration data" less so.
That would work under PowerPlay 1.0. As I understand it, if the two of us are “fighting” over a system, it’s likely that while you’re busy in that conflict zone, I’m busy sitting in a station donating millions of credits to charity, and we’ll each be equally effective.
And then you get into the nitty-gritty of defensive versus offensive actions. Notably hauling fortifications, the noncombat action in PPv1, is purely defensive. You can't attack anyone by doing it, only shore up your faction's defences. Undermining, on the other hand, is a combat action, an offensive combat action, wherein you deliberately go into enemy territory in order to attack that enemy.
And that’s what I’m looking most forward to in PowerPlay 2.0: the decoupling of undermining from combat. The application of soft power, rather than brutal mass murder.
One of the biggest arguments that keeps coming up is that people don't like being attacked by an enemy they never see. It's like... the same way people get mad at offline raiding in rust. Of course this could be entirely moot depending on exactly what 2.0's activities entail.
And that’s a
you problem, because the entire design of the game isaround asynchronous PvE activities. Even in PowerPlay 1.0, that was the case. Since Frontier doesn’t host Frontier instances, to keep their operational costs down, you’ve got a situation where you’re highly unlikely to
ever encounter another player unless both parties
actively cooperate to maximize their chances of being instanced together.
Doubly so under PowerPlay 2.0, which is going to be
far more heavily decentralized than 1.0 is. At least 1.0 had combat expansions, where everyone inclined towards PvP could gather to have fun. The closest you’ll have in 2.0 are strongholds, and it’s very likely that those who value efficiency over fun may decide that the amount of effort required to maintain a stronghold under attack is better spent on shoring up multiple fortified systems instead.
Which is why I don’t fret over what 99% of the playerbase is doing at any particular time. Between game versions, temporal concurrently, physical proximity, most players are always out of my proverbial reach, even if we’re operating in the exact same systems. If I wanted to maximize my chances for hot PvP action, I could move to Europe and work banker’s hours and dedicate my time off to playing PowerPlay, but that’s a silly reason to emigrate 8000 kilometers, even if I was willing to uproot my family to do so.
Eight more days until we finally get the exact details of how this all works.