I love the up-vote/down-vote idea. I understand that you are going for a non-verbal approach, which makes sense considering the XBOX, Oculus, langauge barriers, moderation requirements, etc. In my experience though, people are still at risk for the usual bandwaggoning effect: if there is a top ten, CMDRs will go for the first one. It would be much better if Rank 5 players could add a short blurb with each nomination, a la "High CC yield, low overheads, <500 ls station with large pad, far from opposition". Something like two tweets worth of text (280 characters?) should suffice.
Not a big fan of favour and freedom fighter mechanics (both seem to complicate things without adding much). The flag seems useful, esp. if CMDRs want to do some peaceful trading in betwen factional warfare.
Now let me add my own 0.02c (which I just
added to the suggestions sub-forum, here):
Improving defensive PP options
Right now it is almost impossible to defend a system in power play. At most, CMDRs can attempt to counter-balance undermining by fortification. This is not only problematic for combat-only players (who can't really move the needle much with their paltry cargo space and limited trading knowledge to balance out fast-tracking costs). It also feels very frustrating for CMDRs trying to take down an invading force that they can't find and meet in the field because of their opponents Solo-ing or simply because of instancing issues (i.e. players who sit in empty instances because of crappy internet). In the meantime, traders flying in a power's HQ frequently complain about PP NPC interdictions in their power's HQ.
Therefore I suggest a (IMHO rather cheap) addition to the background simulation:
a system occupancy rate on a per-power basis
This rate would be calculated based on the
worldwide number of PP-pledged players in Open that are in a system for a significant amount of time (e.g. >2 minutes).
This occupancy rate would be the
determining factor for PowerPlay Combat NPC spawn quality and rates.
Example:
If 10 wings of ALD-pledged pilots stay in Pancienses for 2 hours to defend against Fed and Kumo underminers, a Solo player entering the system should have a high likelyhood of being interdicted by a Python wing of "Shield of Justice" NPCs (ALD PP Combat NPCs).
I was first just thinking of upping the spawn rates, but since PP Combat NPC kills in their territory counts toward merits, that would just create fodder for the invaders. The real problem with those NPCs is currently how underpowered they usually are. The AI can be really dangerous to most CMDRs nowadays, but only if they have a high level, a powerful ship and wing partners. If the enemy PP combat NPCs during my undermining operations had been anything but Eagles, Adders and the occasional Cobra, I would have had some real opposition, besides the few CMDRs I encountered.
I hope that this doesn't break any current "rules" that the design team has set, except of course that Solo/PG/Open wouldn't have the same impact on the background simulation when it comes to this variable. I feel the deviation is justified, since it balances the risk/reward calculation. Currently any "Open player" can switch over to Solo to lower her risk without any downside on reward. This means currently, all modes are not equal. After the proposed change, the risk in Solo would increase (if you are pledged to a power and go to a hostile & highly contested system), without any change to the reward side of the equation. Ideally, the spawn rates would increase exactly to the level that makes interdiction by an enemy PP ship in Solo just as likely as it is in Open in contested systems - thereby making all modes truly equal!
A great
positive side effect of this would be that the power's HQ would see less and more thematically fitting opposition. Currently, Kamadhenu (ALD's HQ) seems to be crawling with Utopian's and Alliance PP NPCs. This never made any sense from a RP perspective and really negated the feeling of being in "your" space. If I usually only see Imperial ships in my system and then notice multiple, dangerous Federal Agents interdicting me, I know that there is an actual Fed operation underway somewhere and I have to react to that, even if I am playing Solo.
A
negative side effect is that "inofficial" cross-power alliances (e.g. between Sirius and ALD) suddenly have a real downside. If a good number of ALD pilots help defend a Sirius system, they increase the chance of Sirius CMDRs being jumped by ALD NPCs. This would stiffle cooperation, at least among Powers from different Major factions. Maybe it is time to introduce more complexity in the cross-power model, e.g. a "neutral" status halfway between allied (e.g. between federal powers) and hostile. Fdev could manually update it regularly to reflect Galnet News entries about cooperations between powers. It would be different from allied, since blowing up allied ships leads to merit reductions. NPCs from neutral powers wouldn't automatically attack, but CMDRs might (or might not). In any case, killing ships from neutral powers wouldn't lead to merit reductions. This would give CMDRs who disagree with a cooperation (think of the GALNET-reported, controversial "Aisling/Winters" pact) an in-game opportunity to express their disagreement.
Possible variations:
- Don't just count the CMDRs in open who are in a system, also take their combat ranking (and/or Elite ranking) into account. Better pilots should yield more dangerous NPC spawns.
- Don't just count the CMDRs and their average combat ranking, but also their ship sizes and wing counts. Simply put, if a PG manages to field 10 four player wings with Elite pilots in Anacondas in one system, this should have a higher impact than having 40 harmless Sidewinders in system.
- I would also suggest to similarly increase the spawn rates in empty Open instances, i.e. players who are in open but won't ever see another CMDR because of their internet connection quality, but I feel this might complicate the proposed change to much. Since connection quality is not static, spawn rates would need to adjust dynamically based on the potential for connecting to another CMDR. And what if I happen to connect to 10 other players, but they are all from my faction and therefore I never see an enemy, but don't have a higher spawn rate? But then again, the netcode's matchmaking functions probably alread need to take power- and superpower(or major)-faction allegiance into account.
TL;DR count the numbers of PP-pledged CMDRs per faction in a system and adjust the PP NPC spawn quality and rate in that system accordingly, so that large-scale PP player fleet manouvers have a significant impact on all players!