You've got to just drop the idea of Open PP, taking a feature away from other modes isn't a good idea, nor is it really productive to keep pushing it. Don't lean on that as an idea; it's regressive, not progressive.Rewarding structured gameplay (such as Open PP in whole or in part) would give PP a reason to be in the game beyond material gains. Proper wing PvP, blockades, convoy attacks etc would entice rather than yet more stuff to make people farm or dump merits unthinkingly. LYR is a power that classically was crippled by its 15% price reduction and Packhound module- you want to bring that behaviour back?
Besides Sandro's comment about PP, what exactly is the difference between the BGS and PP? All I can see are different PvE buckets. The BGS asks us to do a variety of tasks, none of which are PvP related.
The BGS is wildly popular. PP currently only suggests at PvP, and it is dying (by your account), can you see a connection?
I strongly doubt that assumption will prove to be accurate.Hey everyone! I have found a happy medium for pvpers, gankers, and pve'ers.
The removal of Solo and Private Groups (or the effect of players playing in those game modes on the BGS, Powerplay, etc.) has been proposed / demanded, by some players, for years.Firstly, with the removal of Solo and Private, this means that BGS is set to open only. This is something that a lot of people who play around with the bgs wants because its not fair for someone to affect the bgs without being able to be stopped. Not meaning that someone in a tanked out cutter not being able to be stopped, you can still interdict them and try to stop them. For people playing in solo and private, there literally isnt a chance to stop them from affecting BGS in some way shape or form. To prevent this, solo and private would be removed and there are some other changes as well.
1) The proposed "PvP flag" is not a PvP flag at all - enhanced security response is merely a challenge for those seeking PvP as to how long they'll survive after attacking a player disinterested in PvP. A true PvP flag would disable player/player damage.TLDR
- PVP flags make it to where people who dont want to pvp dont have to/the gankers get murdered by the atr much faster
- BGS Changes prevent people from cheating the bgs system
- Powerplay changes are also affected by the pvp flag system to where pvp is permanently turned on for players that are part of a powerplay faction.
- No more solo and private.
The problem is that all of ED is bucket filling and that too many features overlap. CGs are the closest relative to PP magnified fifty to a hundred times over each week and neither are wildly successful. Haul one thing, shoot one thing. The problem is that its one speed gameplay and although you have a setup for opposition / aggressors modes generally hold them back. For example with a CG: in all modes people can just keep on trucking along with minimal interference. In Open there is then the possibility for other players to oppose and complicate things. They could slow the CG down- in the context of the current Fed Imp CG that could and would make for an interesting complication. Now apply that to Powerplay each week- PvP then acts as an interesting disruptor.
But currently PP is PvE with nothing else. People realize that to win you truck more and no NPC will ever touch you- which is dull and a poor relation to the BGS.
The BGS is popular because its had years of development and several iterations. Powerplays two PvE tasks have had exactly nothing added to them and its that which is the problem. It was a more advanced version of the BGS in 1.3 (as in, it was a territorial game with teams- however the BGS and its development have slowly mirrored this aspect).
You've got to just drop the idea of Open PP, taking a feature away from other modes isn't a good idea, nor is it really productive to keep pushing it. Don't lean on that as an idea; it's regressive, not progressive.
The things I listed off would be rewards for continued investment in PP, unlike the modules which you buy once and are pretty much done with. Leaving a power would mean those benefits go out the window.
One of the big issues with Open is that if somebody wants to run your blockade, they can just block you and...tada! Blockade nullified.
So focus instead on how you being there in the system could affect somebody in Solo/PG. Imagine if the game spawned more Power-specific ships based on how many pledged players were in the system - higher-ranked with the power means more powerful and aggressive ships. Just an example.
You're not going to get anywhere trying to take PP away from two modes, and between the Block function and Consoles, you're not going to be able to affect everyone anyway. So think instead about how you could affect those players in other modes and on other platforms.
Sour, overly focused, grapes. I will remind you that I am responding to you with the OP in mind. This is attempting to make PP the topic of discussion, and I'm not into that. I got my Prismatics already...
This is attempting to make PP the topic of discussion
Alternative solution requiring no other changes to the game....Hey everyone! I have found a happy medium for pvpers, gankers, and pve'ers. What im suggesting will not happen in one patch unless frontier puts their entire staff on it but its a good suggestion nonetheless. I'll be breaking it into parts so its easier to read.
- REMOVE OPEN
Sigh. Okay.Snip
Here an idea mephisto9466. Why don't you read the other tread first with the same supid ideas like this. I can only play on solo mode. So if you are trying to force me to play in open. Then you pay for Console $120 fee.
You're arguing against the specifics and not the idea. The idea is persistent rewards, since the modules are one-and-done.
If you want improvement of your power to be a priority, make change a driver for incentives. Offer rewards for when the power increases in rank, scaling by rank within the power. Newly controlled systems will have X discount or X trade benefit for pledged members.
Rewards could be a flat ARX bonus outside, maybe even outside the cap; make use of the meta-currency.
Or give the opportunity to buy the unique modules for another power in a system of theirs you've taken over, with a higher rank requirement.
Just wanting to remove PG and Solo from the equation isn't going to solve PP's problems. It's just taking a hatchet to a hangnail.
Gaming features become successes or failures based on their rewards. Now that most players have all of the PP Modules, interest wains. Filling buckets has made this game the PvE success it is. The BGS (Bucket Filling Central) is a very popular aspect of E|D.
You're tunnel vision is apparent.
A lot of your ideas already exist in Powerplay but have been buried. I get exactly what you mean, but it does not lead to a coherent experience because rather than developing a considered group strategy for long term survival, you are encouraging uncontrolled bouts of boom and bust driven by individuals which have no direction.
So (from your other post):
"Special SLFs, access to unique/cheaper NPC Crew, a flat ARX income amount on the weekly reset based on rank, access to favorable material traders, access to a unique Engineer that exists outside of the unlock-chain. Non-permanent things that would become unavailable without continued participation."
Special SLF (fixed reward, totally unlike a unique module then.)
access to unique/cheaper NPC Crew (how does this differ from bonuses now? My power at R5 makes me immune to bounties. Thats surely a reward for persistence?)
a flat ARX income amount on the weekly reset based on rank (with the state of bots / AFK bots and 5C, this would really be a good idea to incentivize it further)
access to favorable material traders (I'd like this)
access to a unique Engineer that exists outside of the unlock-chain (again nice, but is this simply adding to the grind to get the things you want? So rather than get a prismatic shield, people will unlock them, engineer and then go away again. If people complain now about unlocking one module, how will they react to this?)
"Offer rewards for when the power increases in rank,"
This already happens with the 321 rewards. But again, most powers will never see high ranks unless they simply forget about strategy and expand uncontrollably. And once a power does that a few times, they have wrecked any semblance of maintaining a healthy CC. And again you are incentivizing expansion blindly- how many times has LYR had random players want to expand to a stupid place to get 15% off? These guys don't know or care the damage it would do, they just see the bonus.
There are so many loopholes in PP right now that would lead to people simply farming- it would hark back to the days of people fortifying the closest system to get the module. In short, it would encourage bad habits and not constructive co-operative play.
Taking systems from other powers is rare these days. To date I think the only modules this idea would grant would be the mining lance and Grom bomb, with an Enforcer cannon for Hudson.
I don't- I subscribe to the ideal that what Powerplay is now is perfect for Open Only- but, instead of chopping out Solo and PG you give those modes a role to play that helps Open players succeed in a proper team game. You do that with things that work, like new BGS missions, CGs (where mindless trucking is fine- incidentally where your ideas of rewards would go to improve the powers bonuses).
People don't play CQC for rewards, they play it because its different. A partially Open PP with Solo and PG roles would be different, and set it apart from CGs and the BGS.