Yes, it does make a difference and it's not about the level of difficulty. Whether you accept that or not.
This is about the most hypocritical statement I saw in this thread. You were stipulating it's just a little bit of time and nothing else for others, which it isn't. So you are judging what others make of it. And yes this is Elite Dangerous we chose out of all other games, as pointed out so many times already. It is your ilk constantly unhappy with a feature you want removed, not the rest of the playerbase. Nobody cares how you use your time but the desired result will not come. Unless the developer gets tired of dealing with the incessant quibble, which is what happened in the case mentioned and it turned the other way.
Wasn't you saying I'm wasting my time in the forum? I know it's like don Quixote and the windmills, so call me don Quixote.
but you are already fightin an invisible war. unless you play three accounts on PC, XBox and Playstation, and you also need to play more or less 24 hours, otherwise you will be fighting an invisible war. And that is before we even get to the p2p netcode and its limitations...
Then we have often is it beneficial to gain BGS influence to kill clean ships? because you make it sound like if you just can shoot the oppositionand do it more than the opposition shoot at you, you will automatically win at BGS, which far, far from the truth. BGS is NOT based on who has the biggest badest combat fleet...
The first part of the issue (instancing, etc.) is purely technical and there are way outs to get around it (I reckon it may be harder for small single-platform squadrons).
Regarding BGS clashes, yes you're right it not based, but can introduce some nice scenarios along the usual "grind-type" BGS (i.e. doing positive/negative BGS activities to support/undermine the factions involved). I have attended dozens of BGS wars between player factions since the game started... so I came to the point these can be classified is just two "main types" as follows (powerplay linked BGS is included):
(A) Boundary/contested system war: i.e. 2+ PMFs battle to take control of a system within their respective areas of interest (sub-type: system is expasion target, so PMF presence in system is not required).
(B) Distant attack/defence war: for a given reason (or even for none, but with a defined objective) a squadron (not necessarily having it's own PMF) goes at war against another one having a PMF (sub-type: both squadrons/PMFs play attacker/defender role in case both have a PMF).
The (A) type requires players to fight for a system, so their effort will be focused on that = blockading / engaging enemy ships in system whilst doing BGS pos/neg at the same time can have a meaningful impact of the outcome. Other systems may eventually be involved (as diversion, additional targets, etc) as it is a battle for the territory.
The (B) type requires attacker to move forces against targeted enemy systems, most of the times is the home system if there's no powerplay involved (if the goal of the attacker is to wipe out the enemy the attack may spread to other systems). Since the attacker is not backing its PMF will lever the others in system (6 vs 1) to weaken the attacked PMF = again blockading / engaging enemy ships whilst doing BGS pos/neg stuff will have a meaningful impact on the outcome.
Of course BGS wars may result in a pure PvP confrontation (but it's not common and usually ends up with a diplomatic outcome) or may be resolved with a PvP fight (this happens sometimes to put an end to hostilities and declare winner/loser).
Yes, it does make a difference and it's not about the level of difficulty. Whether you accept that or not.
Pixels are pixels, or are hollow pixels different?