PvP is not limited to only one of the two multi-player game modes, therefore no aspect of a pan-modal feature is limited to Open....
.... therefore no precedent is set in that regard. If anything, the precedent set when the game design was announced, i.e. all three game modes affect a single shared galaxy state, predates any presumed precedent in Powerplay by a number of years before it was implemented in all three game modes in 1.3.
All three game modes affecting a single shared galaxy state is true. But your attempt to imply that means they must all share it the same way using the same methods or this somehow invalidates PvP as a viable means of affecting it is false. They have different methods for affecting it. A player in Solo will never, ever be able to affect PowerPlay through a PvP interaction, for example. Yet a player in Open
can affect PowerPlay through PvP. Furthermore you use "PvP" as a catch-all while conveniently ignoring the distinctions which already exist between the modes. PvP in PG is not the same as PvP in Open. Drawing equivalencies between them is disingenuous.
PG PvP is established between parties known to each other and who set the parameters of their interaction with zero chance of any outside actor interfering or changing those parameters. Though Open PvP can encompass the same parameters as PG, it offers an additional aspect that PG can't; random chance encounters between strangers. They're not one and the same. Yet FD saw fit to allow random chance encounters between strangers in Open play - the only mode in which this version of PvP is possible - to impact PowerPlay. Thus, once again, the precedent is already established by FD for PvP-gating in Open only. Your claim that my suggestion amounts to PvP-gating PowerPlay and should be discounted on that basis alone is countered by the evidence that already exists in-game.
What specific contributory factor to Powerplay, other than destroying opponents in PvP (which, as pointed out, is available in two of the three game modes), is only available in Open?
So called "voluntary zones", in Open only, that would comprise the only method of achieving something in PowerPlay constitute PvP-Gating:
There is no requirement to provide yet another qualifier. If FD saw fit to allow a form of PvP unique to Open play to impact PowerPlay, that's all the evidence needed. They obviously don't have a problem with it. It only requires one positive to discount your negative and FD has already furnished it.
Now that the albatross of "PvP-gating" has been dismantled by FD itself sanctioning such methods, hopefully we can move past it to more substantive discussions of the suggestion itself without attempting to discount it wholesale because "PvP bad!!!"
As to the voluntary zones, they aren't "so called" voluntary zones, they
are voluntary zones; as made quite clear in my original post. It, like all other aspects of the game, represent voluntary choices of players wishing to participate. There is no requirement, no obligation, no forcing of players to participate in them. They are compartmentalized to the zones and further limited by only occurring in contested systems and possibly in systems in turmoil or on the borders of opposing Control System spheres of influence if the additional suggestions I made were implemented.
Now, to address your concerns regarding a method of achieving something in PowerPlay unique to Open only, that's an easy fix. Allow the contested systems to be reinforced by delivery of a PowerPlay commodity of some sort (Aid Supplies, Reserves, etc.) across all modes. Said commodity having to come from outside the sphere of influence of the Control System wherein the contested system exists (in-game rationale: the affected Control System and its exploited non-contested systems are shoring up their own reserves in anticipation of the contested system(s) conflict spilling outside its borders; they have none to spare).
Just use the existing Fortify / Undermine mechanic. PvP kills in the combat zones which reach their primary trigger will flip the system from contested to exploited by the victor
unless the Aid Supplies / Reserve / what-have-you trigger is reached. However, this is not one-sided. It's not the case that side A is engaging in PvP combat only and Side B is engaging in Aid Supply hauling only. Rather, they are both fighting PvP battles
and running Aid Supplies simultaneously (or at least they have the potential to do so if they choose).
It then becomes a four-way race to reach the trigger points; PvP kills on the one hand and Aid Supply running to counter the PvP kills on the other by both sides. This opens up more possibilities for outcome than simple binary win-lose:
- Side A fails to reach its PvP primary trigger.
Side A fails to reach its Aid Supplies trigger.
Side B fails to reach its PvP primary trigger.
Side B fails to reach its Aid Supplies trigger.
Outcome = Stalemate. The system remains contested going into the next cycle.
- Side A reaches its PvP primary trigger.
Side A fails to reach its Aid Supplies trigger.
Side B fails to reach its PvP primary trigger.
Side B fails to reach its Aid Supplies trigger.
Outcome = Side A wins and the contested system becomes exploited by Side A's resident control system next cycle (but will still have to be fought over yet again next cycle while it continues to meet the current criteria of a contested system; lying within overlapping Control Systems of opposing Powers).
- Side A reaches its PvP primary trigger.
Side A fails to reach its Aid Supplies trigger.
Side B reaches its PvP primary trigger.
Side B fails to reach its Aid Supplies trigger.
Side A reaches its PvP secondary trigger.
Side B fails to reach its PvP secondary trigger.
Outcome = Side A wins and the contested system becomes exploited by Side A's resident control system next cycle (but will still have to be fought over yet again next cycle while it continues to meet the current criteria of a contested system; lying within overlapping Control Systems of opposing Powers).
- Side A reaches its PvP primary trigger.
Side A fails to reach its Aid Supplies trigger.
Side B reaches its PvP primary trigger.
Side B fails to reach its Aid Supplies trigger.
Side A reaches its PvP secondary trigger.
Side B reaches its PvP secondary trigger.
Outcome = Stalemate. The system remains contested going into the next cycle.
- Side A reaches its PvP primary trigger.
Side A reaches its Aid Supplies trigger.
Side B reaches its PvP primary trigger.
Side B fails to reach its Aid Supplies trigger.
Side A fails to reach its PvP secondary trigger.
Side B fails to reach its PvP secondary trigger.
Outcome = Side A wins and the contested system becomes exploited by Side A's resident control system next cycle (but will still have to be fought over yet again next cycle while it continues to meet the current criteria of a contested system; lying within overlapping Control Systems of opposing Powers).
And so on and so forth through all the iterations of comparing PvP kill triggers to Aid Supply triggers. The take away being the emphasis is on PvP with both primary and secondary triggers but only a single trigger for the Aid Supplies. Furthermore, the secondary PvP trigger set encourages continued participation as it's possible a heroic 11th hour push may still win the day if the secondary trigger is reached and the other triggers are in that side's favor. This keeps the battle going, maintaining interest and participation throughout the cycle.
Regardless of outcome, PvP participants still earn merits for their kills and Aid Supply haulers still earn merits for their successful deliveries per existing PowerPlay rules. I would even favor allowing bounties to be collected from players who have them (would need a Kill Warrant scanner, though, to discover bounties from outside the contested system). However, no bounty for killing enemy players will accrue while in these combat zones (friendly-fire bounties WILL accrue, however, per the original suggestion as a deterrent to friendly PK-ing and ganking).
Now players from across all modes can have an impact on the suggested contested system mechanic. No, it doesn't address the issue of its PvP aspect being exclusive to Open play (even, though, technically it's not; PGers could engage in the PvP battles as well, further countering the previous argument that my suggestion is exclusive to Open). But I've dismantled that argument per the above; there's no need to revisit it again. What it
does allow, though, is counter-play from across all modes without being forced to PvP. Everybody can influence the outcome of the contested system battles through either PvP in Open and PG
or hauling in Open, PG, and Solo.
So through discourse we arrive at an even better implementation of the original suggestion. That made it worthwhile.
Thank you.