Open-Only in PP2.0?

Its a good point you make. If you're not working for your power, your obligation then has to be to stop anyone pledged to another power, because they might be doing something to hurt your power.
In PP 1.0 at least we had to account module shoppers (as collateral damage) and randoms pledged to a power because they liked the mugshot on the powerplay UI... but I believe PP 2.0 will be like all vs. all KoS. :LOL:
 
You're talking about PP1. We need to discuss PP2.

In PP2, if you are pledged, and doing a very wide range of activities, you can make the numbers move. There can always be a potential impact on PP.

So, the only way for this to work is if pledged, you have to be in open, regardless of what you are doing.

Let me give an example with exploration data. If handing in exploration data can move the PP numbers, then the argument is that has to be done in open. Opposing powers have to have the ability to stop you gathering data, they have to have the ability to stop you handing in that data, so, based on the arguments presented, you have to do exploration in open and be in open when docking at any station which could affect the PP numbers changing - except how does the game then decide you're about to do something that might affect PP? Block those options in stations? Ok, switch to open when docked! Refuse docking? What the hell? I'm just handing in exploration data, am i meant to know every single station i'll be blocked at from handing my data in? But wait, i just want to help the BGS, not Powerplay, even though i'm pledged... sorry, tough luck, can't help the BGS for your faction if its in a power affected system!

Do you see what i'm getting at here?

How is the game to determine when you can and cannot be in open given the range of activities available?
Those were design proposals relating to the PP2.0 overhaul, so its reasonable to assume that such an approach could still have an impact on the system.

For a simplistic 'broad strokes' approach to your question, I'd suggest that the game would 'know' if you're actions would impact on PP mechanics, if the player in question is in a PP held/expanding system.
 
Maybe open is the only mode that does not make sense to even exist.

Come on, if you're going to say something like that, give the reasoning behind the statement.

How about: It makes no sense to have a solo mode in an online game.

I mean, its not the strongest argument, but at least its an argument.
At least three users after my post pointed out that Solo is just a private group with one player... no need for any salt 😘
 
@Agony_Aunt does bring up an interesting point. What if I want to help a specific faction but not the superpower?

Since you can't "suspend" your pledge, anything you do for the faction could inadvertently help the superpower as well.
It'll depend how the system is structured (as we only have broad strokes atm).

It may be that 'your actions' (i.e. hauling/exploring/what not) generate 'Powerpoint Tokens', in which case it'll be a case of dumping them where needed.

However if not, I suspect the only way to help a faction without helping the PP faction (as thats what I assume you mean) will be to carry out said actions while not pledged to them.
 

Ozric

Volunteer Moderator
How about you all just choose not to post here for a few days? Does it not get emotionally tiring just having the same pointless arguments about hypotheticals, year after year.

If you insist on continuing to post here, then remain civil. People are allowed to have a viewpoint different to your own. And people are allowed to play this game how they want.
 
Elite is a solo/offline game in it's core. Your Open PvP is just a marketing gimmick.
Elite Dangerous is most certainly is not an offline game at its core. There are still a lot of folk who post here that are at the least disappointed about this fact, and at the far end of the spectrum very bitter about this.
 
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Those were design proposals relating to the PP2.0 overhaul, so its reasonable to assume that such an approach could still have an impact on the system.

For a simplistic 'broad strokes' approach to your question, I'd suggest that the game would 'know' if you're actions would impact on PP mechanics, if the player in question is in a PP held/expanding system.

I guess those proposals were made before we understood more about how PP2 will work and i feel largely irrelevant based on what we now know.

As for your broad stroke, that's fair enough as a general answer, but drilling into it, we can see there is a big question as to how the game would know, and it seems to me, that since almost anything could affect PP, the only solution is to force open at all times if pledged, or at least, if you are in a power system (which will be most of the bubble i guess). Then there is the question, does the mode switch get forced as you jump, with a warning "Switching to open" or does the game refuse you to jump to another system unless you are in open?

A slogan of "Make PP2 open only" is one thing, but the devil is in the details. How would it actually work?

From the perspective of ease of implementation, the simplest solution is if pledged, you must play in open.

Which, as you might imagine, is troubling, and perhaps not desirable even for some open only proponents.
 
I guess those proposals were made before we understood more about how PP2 will work and i feel largely irrelevant based on what we now know.

As for your broad stroke, that's fair enough as a general answer, but drilling into it, we can see there is a big question as to how the game would know, and it seems to me, that since almost anything could affect PP, the only solution is to force open at all times if pledged, or at least, if you are in a power system (which will be most of the bubble i guess). Then there is the question, does the mode switch get forced as you jump, with a warning "Switching to open" or does the game refuse you to jump to another system unless you are in open?

A slogan of "Make PP2 open only" is one thing, but the devil is in the details. How would it actually work?

From the perspective of ease of implementation, the simplest solution is if pledged, you must play in open.

Which, as you might imagine, is troubling, and perhaps not desirable even for some open only proponents.
Blearry eyed as I am with a coffee in my hand right now, thinking on it if I (with my extremly limited experience of building large-scale scenarios for ArmA groups that love to exploit AI limitations) was building such a system based on the framework we have seen (and a little bit of peeking under the hood assumption making):

The Weighting Solution
1. Every interaction that impacts on Powerplay systems also generates a 'PP token' if conducted in Open which can be used to further impact PP mechanics than just carrying out the initial interaction.
2. If a player switches to another mode whilst carrying said token, it is deleted from that players inventory. (note: this doesn't impact on the initial interactions impact. That is still retained.

Slightly off-topic, I could only see the 'Warning... you are entering Open' approach you mention only really working in a situation where FDEV decided to make CGs Open only events (due to the extreme choke-point nature of a CG).
 
Blearry eyed as I am with a coffee in my hand right now, thinking on it if I (with my extremly limited experience of building large-scale scenarios for ArmA groups that love to exploit AI limitations) was building such a system based on the framework we have seen (and a little bit of peeking under the hood assumption making):

The Weighting Solution
1. Every interaction that impacts on Powerplay systems also generates a 'PP token' if conducted in Open which can be used to further impact PP mechanics than just carrying out the initial interaction.
2. If a player switches to another mode whilst carrying said token, it is deleted from that players inventory. (note: this doesn't impact on the initial interactions impact. That is still retained.

Slightly off-topic, I could only see the 'Warning... you are entering Open' approach you mention only really working in a situation where FDEV decided to make CGs Open only events (due to the extreme choke-point nature of a CG).

That might actually work. I mean, it would flag most things as potentially affecting PP, in which case, i think an even simpler solution would be anything is flagged, potential or not. Might avoid some edge cases the devs might not think of.
 
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.
 
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Aye, that's why powerplayers will have to engage and eliminate any player pledged to a different power, no matter of the rank/ship.

Enemy is enemy! 🔪🩸

Unless PowerPlay 2.0 actually makes PvP combat worthwhile, I doubt anyone not already interested in PvP combat is going to do that. It’s a simple cost/benefit and risk/reward analysis. Especially if the 2.0 build meta continues to favor highly specialized ships.
 
Its a good point you make. If you're not working for your power, your obligation then has to be to stop anyone pledged to another power, because they might be doing something to hurt your power.

From another point of view, if I’m not working for my Power, then I’m obligated to avoid getting killed by hostile Powers, not stop working for myself and start working for my Power. Doubly so if I’m playing simply for the sheer joy of flying, and thus am not armed.
 
And that’s a you problem, because the entire design of the game is designed to around 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.
The tone could be more constructive, but I'll focus on the point. While Elite Dangerous has a strong PvE component, it’s not solely designed for asynchronous activities. Frontier has integrated PvP mechanics and PvE elements that encourage synchronous player cooperation as well. Even if certain design choices are constrained by budget, that doesn’t mean they can’t be improved, with or without additional resources.
 
The tone could be more constructive, but I'll focus on the point. While Elite Dangerous has a strong PvE component, it’s not solely designed for asynchronous activities. Frontier has integrated PvP mechanics and PvE elements that encourage synchronous player cooperation as well. Even if certain design choices are constrained by budget, that doesn’t mean they can’t be improved, with or without additional resources.

A fair point, but I think “integrated” is stretching it a bit, when you have have to leave the game and use 3rd party programs in order to do so.
 
A fair point, but I think “integrated” is stretching it a bit, when you have have to leave the game and use 3rd party programs in order to do so.
I’d argue that the popularity of this game is partly thanks to the dedicated community members who have created and maintain those third-party tools. That said, I was referring to more fundamental features. For example, the ability to instance together and engage in PvP combat, even if instancing isn't flawless. There's also the crime and punishment system, which, while not perfect, is specifically designed for Open Play interactions. PvE content, like the Thargoid encounters, offers escalating difficulty, especially in coordinated wing battles.
 
The tone could be more constructive, but I'll focus on the point. While Elite Dangerous has a strong PvE component, it’s not solely designed for asynchronous activities. Frontier has integrated PvP mechanics and PvE elements that encourage synchronous player cooperation as well. Even if certain design choices are constrained by budget, that doesn’t mean they can’t be improved, with or without additional resources.
If the inclination was there, and the player base, every power could hold its own PvP arena championships, and there could be a yearly or 4 yearly galactic championship. The game play would make a superb opening for pilot recruitment, it would also likely solve much of the anti social behaviour in game too, especially when combined with power play. Those wayward trigger fingers could be swept up out of the system gutters and put to some, well, some more directed and channeled form of their innate domineering behaviour.

It's clear that the PvP side has been there from day one, with the games creator speaking passionately about the combat matches in which he partakes amongst the rocks, and also of how geography is so important to adding that extra something to space combat; There is no denying how important an aspect of the game it is.
 
Heck, with the in station changes by which the powers can display whichever propaganda they want. The winers of championships could be championed all over the game.
 
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