How about this as a possibility to at least partially satisfy the call for more PvP in PP:
Currently, overlapping spheres of influence of Control Systems of two or more Powers can lead to contested systems. Said systems provide no CC for any of the Powers involved. As it stands now those contested systems just sit there - inert, stagnant - contributing nothing to PP. What if a mechanic was introduced in which PvP combat became the method by which the fate of those contested systems could be decided? Whichever side prevails in the combat then converts those contested systems into exploited systems subject to the existing rules.
In so doing, PvPers are given an arena to engage in ongoing combat in known locations. They would no longer rely on dumb luck hoping to run into another player in Open. Simultaneously, their chosen play style would now be contributing directly to PP. The PvPers are happy. Those who don't want to engage in combat yet still participate in PP give the contested systems a wide berth. This assumes they even OOPP in the first place. If they don't, they get to continue playing PP in PG/Solo as they've always done; no one forces them into OOPP. The PG/Solo haulers are happy. Win-win!
This is a high-level suggestion seeking to avoid delving into the minutiae of implementation. However, I will pre-emptively address a few of the most obvious criticisms.
1) Criticism: Contested systems are too few and far between / too rare an occurrence to provide reliable ongoing PvP.
Fair enough. There's a few solutions that wouldn't be too difficult to implement that may address this, though.
Turmoil Systems
First, add systems that are in turmoil into the mix. Make a small change to the turmoil mechanic in which a system in turmoil doesn't automatically revolt at the end of the cycle if the controlling Power is running a CC deficit. Instead, players pledged to the controlling Power can fight to hold onto it while players pledged to any other Power or even non-aligned can fight to wrest control away from the owning Power.
If the pledged players are successful, their Power retains control of the system. However, it now falls into a new state called Subjugation. This state persists as long as the controlling power (a) continues to run a CC deficit and (b) the controlling Power's pledged players continue to emerge victorious in the PvP battle for the system with each new PowerPlay cycle. For the purposes of CC, Subjugated systems will be treated just like a Turmoil system; they will no longer exploit nearby systems for CC income, but will still incur an upkeep cost.
Conversely, if the players fighting to wrest control away from the controlling Power emerge victorious, then the system will revolt at the beginning of the next PowerPlay cycle. All the rules governing revolting systems then apply. Perhaps use mechanics akin to fortify and undermine where triggers must be reached, including secondary triggers if the opposing side reaches their primary trigger first. This allows for wins, losses, stalemates, and 11th hour heroic rallies to push the victorious condition over the top of the secondary trigger.
Set them up similar to conflict zones. Players enter the contested systems to find combat zones unique to this new mechanic. The difference being they are PvP Open play only; there will be no NPC ships there. Once entered, players choose a side to fight for; the exception being those players pledged to the controlling Power can only fight on the side of that Power. Also, add a new checkbox to the Galaxy Map > Map View Configuration > State dropdown menu which allows players to filter for Contested / Turmoil / Subjugated systems. PvP players now get to fight for systems tied to PowerPlay yet remain compartmentalized. Everybody's happy
Border Worlds
Another suggestion to allow for greater frequency of PvP occurrences is allow players to fight over systems which lie sandwiched between two opposing Control Systems' spheres of influence. These are neither contested nor exploited systems; they lie wholly outside those spheres yet are in a zone within
X lightyears distance of the two nearest Control Systems. The border worlds, the badlands, the DMZs; call them whatever you like.
In similar fashion to the existing conflict zones, players can enter zones in these systems to fight for who gets to lay claim to these systems. The choices will be to fight for either of the two Powers with the nearest Control Systems or - and here's a little twist - a third option; fight to keep the systems unaligned. It can potentially become a three-way battle. Similar to what I wrote previously, players pledged to a Power who control an adjacent system can only fight for that Power. Anyone else can choose whatever side they want.
If one of the controlling Powers is victorious at the end of the cycle, the system becomes a captured system, conquest system, whatever you want to call it. It will be treated like an exploited system within the victor's Control System's sphere of influence; however, it's CC income will be halved or quartered or whatever, reflecting it's status as an unwilling spoil of war. Furthermore, this is not a permanent state. The system will fall back into a state of conflict every PowerPlay cycle. If the Power who successfully captured the system last cycle wishes to maintains its hold over it (along with the CC it bestows), it will have to fight for it all over again in this new cycle and every cycle thereafter while the system remains caught between two competing spheres of influence.
If the battle results in a stalemate or the third force fighting to keep the system free from either sphere of influence prevails, then neither of the adjacent Control Systems capture the system, they gain no CC from it, and it remains free until the next cycle where its fate will be decided by a whole new round of combat. Lastly, if at any time an adjacent Control System ceases to be a Control System such that the DMZ system is no longer within
X lightyears of two opposing Powers' Control Systems, then that system will no longer be considered a border world. No further battles can be waged to capture it until a new Control System is established close enough to put it back into the category of a border world.
Tweak Existing Mechanics / Rules
Lastly, increase the size of Control Systems' spheres of influence a little or otherwise tweak the rules governing how systems come to be contested to bring about more opportunities for contested systems to arise. This, in turn, will create more opportunities for PvPers to fight over contested systems per the previous suggested mechanics.
Regardless, with some minor tweaks using already existing mechanics (thus keeping the programming effort low), there exist methods for turning the undeveloped resource of contested systems into PvP battlegrounds without negatively impacting any currently existing PowerPlay mechanics while simultaneously negating entirely any requirement to force PowerPlay into Open-Only play.
2) Criticism: Using contested systems as the PvP battleground limits it to only those players pledged to a Power and then only to the two Powers who are contesting a system(s).
Yes, players pledged to a Power can only fight on the side of that Power when fighting over a contested system within their own Power's Control System sphere of influence. This only makes sense; the player pledged to that Power, they're expected to fight for that Power. However, there's nothing stopping them from fighting on either side of any contested system conflict not involving their pledged Power.
If a player pledged to Arissa Lavigny-Duvall wants to fight on the side of Hudson over a contested system between him and Patreus, there'd be nothing stopping them. They're free to do so. If that's just too much for some to accept, then maybe balance it out by limiting it to only fighting on the side of Powers aligned with your own Superpower. Imperials can only fight for other Imperials, Federals for Federals, etc. However, the goal is to increase opportunities for PvP; not decrease them. So my bias is towards allowing players to be free agents when it comes to fighting over contested systems. Regardless, any opportunity for more PvP is better than none provided it doesn't force anyone into it who doesn't want to participate. So I could accept a limit of only fighting for similarly-aligned Powers.
Of course, for non-aligned players no such limit would exist. The trade-off then becomes pledged players can only fight for similarly-aligned Powers but gain merits for their efforts, while free agents / mercenaries can fight for anyone but aren't gaining merits with a particular Power.
3) Criticism: How do you handle 5th columnists / friendly-player killers / gankers?
For pledged players fighting in a PvP-only zone who attack their own players, they will lose merits in the same way as if they attacked a friendly-aligned player or NPC elsewhere. Of course this doesn't affect non-pledged players. However, these additional consequences would apply to all players who engage in friendly-fire in the PvP zones:
- A fine for friendly-fire similar to assault fines levied elsewhere.
- A galaxy-wide bounty for killing a friendly player equal to the value of the ship they destroyed. Going to really hurt if you kill a friendly ship worth several hundred million credits.
- A Superpower-wide "Wanted" status for killing a friendly player. If you're fighting in Imperial space and kill a friendly player there, then you're wanted in all systems controlled by the Empire.
- A notoriety demerit for each friendly-fire kill.
- Immediate ejection from the PvP-only combat zone on friendly player kill.
- Prevented from entering any PvP combat zone for 12 in-game hours per friendly player kill.
That should cover friendly PKers.
As for gankers who would seek to enter these PvP-only combat zones, I'm going on the assumption they would enter unaligned, lurk on the edges of the fight, then pick off targets of opportunity. The simple solution here is that no player enters a PvP-only combat zone without first picking a side. With that in place, ganking is nipped in the bud as they now fall under the consequences listed above for friendly PK-ing. These are severe enough they'll gank once and never do it again because not being able to PvP for 12 in-game hours sucks along with all the other consequences that accrue.
As for 5th columnists, the active version (5th columnists who enter the fight pledged to a side who then proceed to fire on their own allies) falls under the same category as gankers / friendly PKers; the severe consequences for such behavior will quickly bring it to an end. For the passive version (5th columnists who enter the fight pledged to a side who then attempt to "throw" the fight by not fighting / intentionally losing), there's not a simple solution. If they allow themselves to be destroyed, it's kind of self-correcting as they will be forced to respawn at the nearest station; they're taken out of the fight temporarily. If, on the other hand, they don't die but neither are they making any progress towards victory, there's not a whole lot that can be done about that. Nothing is foolproof.
However, this, too, may be self-correcting. If they're 5th columnists rather than mere gankers, they're devoted to a cause; they're actively seeking to undermine from within the Power to which they're pledged. So which is a better use of their time? Throwing a PvP fight over a single contested system that's worth probably a couple CC at most or using their time more productively to undermine an entire Power to the tune of scores of CC wasted on deficit systems? They'll choose the latter, taking them out of the PvP arena altogether.
4) Criticism: How to ensure players seeking PvP in contested systems will even be matched with one another?
No easy answer there. That is one glaring short-coming of the game when viewed from the perspective of wanting to reliably and consistently put numerous players together in the same instance. Maybe it's a hybrid solution of implementing CQC mode inside the Open galaxy.
Regardless, those are my suggestions and my
tl;dr: Take an underutilized resource (contested systems) and develop them into a viable PvP arena which also impacts PowerPlay.