Open-Only in PP2.0?

The sheep asking the wolves how to protect themselves from the wolves rarely works out well for the sheep.

I'd suggest hitting Google hard for tips, tricks and suggestions. Perhaps head over to the Mobius forums as well, as some folks over there have some great defensive techniques for flying in Open Mode. You may even find someone who will fly with you to help you out while you get settled in.

I wish you all the best. o7
It's alright, if I don't find it to my liking I can always go back to hauling in solo or PG.
 
We are still talking about Open, yes? Not sure if pointed out already but one of the attacker main risks and danger is obviously that of encountering opposing fighting ready players instead. It is a very considerable risk as many of those are likely much more dangerous than most NPC.

And attacker Vs attacker is fairly balanced. 2x G5 murder boats on opposing sides end up in a direct 1:1 fight, the outcome is determined by the better pilot.

But that hasn't been the overall topic here, which has been way more focused on making people in cargo ships play in Open mode.
So a 1x G5 murder boat Vs even the best-equipped Cutter hauler in a 1:1 - the attacker is risking nothing. If the haulier wins that encounter they jump back to SC, the attacker just follows them and pulls them over again and again and again until the haulier reaches port or is destroyed.

So as I said, there is no risk for the attacker and every risk for the hauler.
 
Danger is not "relative" at all, the attacker faces no danger whatsoever.
When was the last time someone in a G5 murder boat thought "Hmm, that T9 looks like it could kill me"? I'll tell you when, never.

Balance is when both sides have a real genuine risk of ending up on the rebuy screen.

And as a lot of people have limited game time, you certainly can ruin their game experience for that entire day.
It's about people's time they invest in playing a game to relax or have fun - and plenty of people do not find your style of play fun.

This whole "pixels on a screen" is disrespectful nonsense and you all know it, if it was just pixels on a screen then go play EVE or Start Citizen; they both are set up purely for PvP already. Why are you trying to turn Ed into a clone of those, if it's just Pixels on a screen? (and btw, I play both of those other games as well)
I tried, but I give up. 🤷‍♂️
 
...and why following the advice given by another sheep lol :D anyway feel free to test it.

That entire setup relies on loads of shields and the top boost speed of 320m/s.

They might as well hit self-destruct. As any half-decent combat ship has a way faster speed than any Cutter will do and missiles to reset the FSD cooldown.
So you'll keep them in the instance and within your weapons range without breaking a sweat. Then it's just a matter of how long it takes you to pop them.

Sure if you take too long, some NPCs may turn up - but as you all keep saying the NPCs are worthless and no challenge, they won't bother you as you pick that ship apart.
 

Viajero

Volunteer Moderator
And attacker Vs attacker is fairly balanced.
Or not. It will depend on the player load outs and skill, as usual.

Either way the point was that combat oriented players will indeed run a very serious risk and danger by playing in open. That of encountering opposing fighting ready players instead. It is a very considerable risk as many of those are likely much more dangerous than most NPC playing in solo or groups.
 
The more I read here the more it seems that making PP 2.0 Open Only will actually reduced the number of players taking part in PP, because players who previously hauled in Solo or PG will simply stop doing that, they won't go to Open to do the same thing because that will just end up with them being destroyed and losing money and ships, they will just do different stuff. Some might say, well that's good, PP 2.0 becomes what it should have always been, PvP with no-one running trade goods, just good old murder boats duking it out.

The problem being, of course, the fewer players taking part in a particular feature the less incentive there is for FDEV to actually bother putting any time into further developing said feature. If the majority of players don't take part in PvP, and they make PP 2.0 Open Only, then it's quite possible the majority of players won't take part in PP 2.0.
 
The more I read here the more it seems that making PP 2.0 Open Only will actually reduced the number of players taking part in PP, because players who previously hauled in Solo or PG will simply stop doing that, they won't go to Open to do the same thing because that will just end up with them being destroyed and losing money and ships, they will just do different stuff. Some might say, well that's good, PP 2.0 becomes what it should have always been, PvP with no-one running trade goods, just good old murder boats duking it out.

The problem being, of course, the fewer players taking part in a particular feature the less incentive there is for FDEV to actually bother putting any time into further developing said feature. If the majority of players don't take part in PvP, and they make PP 2.0 Open Only, then it's quite possible the majority of players won't take part in PP 2.0.
The thing is, no-one really knows if going one way or the other will attract more than they push away. What does make something unpopular (like PP1) is having a feature that needs consistent rules and rivals left with neither. If the modes had consistent enemies, threads like this would not get so much traction.
 
The sheep asking the wolves how to protect themselves from the wolves rarely works out well for the sheep.

I'd suggest hitting Google hard for tips, tricks and suggestions. Perhaps head over to the Mobius forums as well, as some folks over there have some great defensive techniques for flying in Open Mode. You may even find someone who will fly with you to help you out while you get settled in.

I wish you all the best. o7
Or... Listen to the players who haul in open (and fight with other players as well) and the advice they are passing out.
 
Or not. It will depend on the player load outs and skill, as usual.

Either way the point was that combat oriented players will indeed run a very serious risk and danger by playing in open. That of encountering opposing fighting ready players instead. It is a very considerable risk as many of those are likely much more dangerous than most NPC playing in solo or groups.

But if you're in a G5 murder boat ship in Open, then surely you are in fact looking for combat. So fighting other players isn't a "risk", it is the actual gameplay you are looking to have. Win or lose, it's what you entered the game to do. So that isn't a risk, it's the fun dynamic gameplay you want.

People being made to fly cargo ships in Open mode (which is what people in this thread and other threads keep demanding) is not fun. It's forcing them into a situation where those attacking them face no additional risk at all, and the person in the hauler faces the chance of losing everything.
 
It's alright, if I don't find it to my liking I can always go back to hauling in solo or PG.
I'll be honest with you, Open Mode Trading/Hauling is a very different kettle of fish and will take a lot of getting used to, as well as learning a lot of new disciplines attached to it.

I'd strongly suggest starting with a Cobra Mk III, Mostly B Rated modules (apart from weapons, shields and drives), and double chaff launchers.
 
Or... Listen to the players who haul in open (and fight with other players as well) and the advice they are passing out.

Yup, been there, done that, got the t-shirt.

And the posted configs only work versus NPCs. They will not work versus a properly equipped human pilot.
It's a surefire way to lose your ship and cargo.
 
People being made to fly cargo ships in Open mode (which is what people in this thread and other threads keep demanding) is not fun. It's forcing them into a situation where those attacking them face no additional risk at all, and the person in the hauler faces the chance of losing everything.
Which in Powerplay they do all the time because thats part of the game if they want the power to grow. In solo this threat is non-existent, in open it exists. FDs job is to even out this disparity or otherwise reward those facing greater challenge.
 
The more I read here the more it seems that making PP 2.0 Open Only will actually reduced the number of players taking part in PP, because players who previously hauled in Solo or PG will simply stop doing that, they won't go to Open to do the same thing because that will just end up with them being destroyed and losing money and ships, they will just do different stuff. Some might say, well that's good, PP 2.0 becomes what it should have always been, PvP with no-one running trade goods, just good old murder boats duking it out.

The problem being, of course, the fewer players taking part in a particular feature the less incentive there is for FDEV to actually bother putting any time into further developing said feature. If the majority of players don't take part in PvP, and they make PP 2.0 Open Only, then it's quite possible the majority of players won't take part in PP 2.0.

Exactly.

RN's idea of giving each mode its own purpose in PP was a great idea. It would encourage people who don't engage with the system currently to have a little look, from within their preferred mode. Which in turn could get them hooked on it and perhaps even want to try playing it in the other modes to see what the bonuses are etc.

I doubt FDev will consider Open Only, or Open "incentives" currently. But let's see how the continued development goes.
 
Yup, been there, done that, got the t-shirt.

And the posted configs only work versus NPCs. They will not work versus a properly equipped human pilot.
It's a surefire way to lose your ship and cargo.
I can pretty much guarantee that config (minus the tweaks I suggested, with some weapons as you've highighted) will get you through a lot of player interactions if handled properly.

If your Mass is greater than your assailants:

1. Submit to interdiction (or drop yourself if you've got the chance), start spooling up as soon as you can. Full pips to shields/thrusters
2. Turn and burn towards and then past the interdicting ship.
3. Drop mines/fire chaff.
4. If you think you have speed advantage, keep going to open the distance. Otherwise go back to step 2 to keep you out of their arcs (assuming your assailant has fixed or gimballed weapons).
 
Just to entertain the idea of hauling in open for PP, will this build be able to survive a wing of 4 meta-lances long enough to reach the station (say about 5K ls away)?


C8 Prismo: https://edsy.org/s/vZPfVCH

or

C6 Prismo: https://edsy.org/s/vgMX0H2

I would say that the C6 is more than sufficient to get you to your destination, since I doubt you’ll be facing a wing of 4 meta-lances. You're far more likely to encounter a single underminer equipped to combat farm NPCs, and even then only rarely. There are a couple of things to consider:

First, install military grade armor and upgrade that power distributor to 7A. You’re not an exploration ship, you’re a blockade runner. You don’t need to maximize your jump range. I'd also consider dropping the guardian FSD booster, unless long-range hauling is still a frequent thing in PowerPlay 2.0. Finally, ditch the supercruise assist* and the docking computer. Using them just makes you a much easier target, and wastes your time.

Second, don’t fly straight to your destination upon arrival. Fly out of the plane of the ecliptic to get clear of the clutter on your scanner, quickly increase your speed, and have room to maneuver. Your best chance of getting to your destination is not being interdicted in the first place. Being able to see where the opposition is (if any) is the first step to deciding what you should do from there. You can't do that if your scanner is mostly filled with all the worlds within a system.

Finally, absolutely, positively do not try to run away from them if they do manage to interdict you. Running away from them what they expect, and gives them an ideal targeting solution. Do not give them what they want! Make yourself as hard a target as possible. Spend your time waiting to be able to jump by trying to ram them. Rattle them! Throw them off their game! They’re human beings, not emotionless NPCs, and most humans don’t react well to the unexpected.

___________
* You may want to keep the supercruise assist if you want to take advantage of the instant drop exploit, but where's the fun in that? ;)
 
I can pretty much guarantee that config (minus the tweaks I suggested, with some weapons as you've highighted) will get you through a lot of player interactions if handled properly.

If your Mass is greater than your assailants:

1. Submit to interdiction (or drop yourself if you've got the chance), start spooling up as soon as you can. Full pips to shields/thrusters
2. Turn and burn towards and then past the interdicting ship.
3. Drop mines/fire chaff.
4. If you think you have speed advantage, keep going to open the distance. Otherwise go back to step 2 to keep you out of their arcs (assuming your assailant has fixed or gimballed weapons).

Isn't the problem not so much "As a hauler I don't know how to get a fair chance against PvP attackers" but rather "As a hauler I have no interest in PvP attackers in the first place, so going to various lengths just to deal with them is even less interesting"?
 
Isn't the problem not so much "As a hauler I don't know how to get a fair chance against PvP attackers" but rather "As a hauler I have no interest in PvP attackers in the first place, so going to various lengths just to deal with them is even less interesting"?

Personally, the main problems I've always had is "As a hauler, I'm assuming all the risk for zero reward, while my attacker has zero risk, and gets rewarded with my destruction." The only reason for me to play in Open is because occasionally encountering a hostile player can be fun. In small doses. If it happens too frequently, it gets annoying because I'm not rewarded for my success, even if success is virtually guaranteed.

It'll be interesting to see how PowerPlay 2.0 shakes things up. If the typical PvP enounter is going to be Multi-Role vs Multi-Role, that's an entirely different scenario.
 
Isn't the problem not so much "As a hauler I don't know how to get a fair chance against PvP attackers" but rather "As a hauler I have no interest in PvP attackers in the first place, so going to various lengths just to deal with them is even less interesting"?
Not in this situation no, as we're actively discussing with a player who wanted a bit of guidance on how to get ahead of the curve so to speak on Open Mode Trading.
 
We are still talking about Open, yes? Not sure if pointed out already but one of the attacker main risks and danger is obviously that of encountering opposing fighting ready players instead. It is a very considerable risk as many of those are likely much more dangerous than most NPC.
Ive never been interdicted in any of my combat ships, we are talking about the imbalance between attackers in combat ships vs trade ships where there is no risk whatsoever to the attacker.

O7
 
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