This would likely be seen as deviating from the "realism" of the game. Yes, players from across the galaxy would temporarily be together.
But, I think this would be very welcomed by your user base. And, I think it would go a long way to keeping customers playing and getting new customers.
There should be a way to sign up for PVP instances. Think World of Warcraft battlegrounds. Just adapt them to spaceflight.
x v.s. x players deathmatch (1 v.s. 1, etc) no frame shift or jump drives. Would have to limit distance from a center beacon (like go too far, lose 1%/sec hp) so you aren't searching for hours for that guy who flew off trying to get you to forfeit.
attack/defend - team gets a large base to defend. attacking team's objective is to blow up the base. hull strength not up to what a real base's is. given a time limit, then teams reverse, and faster team wins, or if neither completes, a draw. perhaps defenders can go out and fight, come back in the base to repair. perhaps there's a second base a little ways away with resources to install defense guns on the base - this allows attacking team to decide which to hit first, etc.
simultaneous attack - each team gets a large base, first team to destroy other's wins. perhaps some way to get resources or upgrade your base, or summon police forces.
etc.
With the servers randomly assigning people to each team, trying to somewhat balance the teams. So there's not 5 sidewinders vs 5 anacondas.
With there not being a death penalty, or at least a substantially less insurance bill.
And, with there being credits given to the winning team players.
I realize there may be resistance against the loss of "realism" aspect. But wouldn't the benefits outweigh this?
But, I think this would be very welcomed by your user base. And, I think it would go a long way to keeping customers playing and getting new customers.
There should be a way to sign up for PVP instances. Think World of Warcraft battlegrounds. Just adapt them to spaceflight.
x v.s. x players deathmatch (1 v.s. 1, etc) no frame shift or jump drives. Would have to limit distance from a center beacon (like go too far, lose 1%/sec hp) so you aren't searching for hours for that guy who flew off trying to get you to forfeit.
attack/defend - team gets a large base to defend. attacking team's objective is to blow up the base. hull strength not up to what a real base's is. given a time limit, then teams reverse, and faster team wins, or if neither completes, a draw. perhaps defenders can go out and fight, come back in the base to repair. perhaps there's a second base a little ways away with resources to install defense guns on the base - this allows attacking team to decide which to hit first, etc.
simultaneous attack - each team gets a large base, first team to destroy other's wins. perhaps some way to get resources or upgrade your base, or summon police forces.
etc.
With the servers randomly assigning people to each team, trying to somewhat balance the teams. So there's not 5 sidewinders vs 5 anacondas.
With there not being a death penalty, or at least a substantially less insurance bill.
And, with there being credits given to the winning team players.
I realize there may be resistance against the loss of "realism" aspect. But wouldn't the benefits outweigh this?