At least the PvP play there is quite intended, and probably better accommodated.According to their Twitter, they have alienated themselves to the devs of SC.
At least the PvP play there is quite intended, and probably better accommodated.According to their Twitter, they have alienated themselves to the devs of SC.
Honestly, I genuinely believe you'd see a much better PowerPlay if you removed the module.No, why should I? I only want the modules, the only way I can get them is to 'be part of whatever gang" for 4 weeks, then jump ship and not bother again.
You do your thing, that's fine. If PP modules were available through another route then PP could go as open as it wishes.
Needed, obviously:
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You actually think if FDEV said there would never be Open Only all these "we demand Open Only" threads would all go away and new ones would stop appearing? I laugh at your naivete!
Because human players are the ones who affect the BGS/powerplay etc. so yes they are the targets, but I was referring to the eveninence of being shot down and, if the user did notice any difference if it is an NPC or a player who shattered his/her pixels (in terms of outcome, not in terms of measuring probabilities of that happening).Obviously this isn't true for you either, or else you wouldn't want open only.
You want to be able to destroy the human controlled ships that thwart your game desires. You want your enemies driven before and hear the lamentations blah blah.
That doesn't work for me. FD as is does. We all in our own way contribute to the wars and the BGS.
You do get that whilst you waste time fighting one target, there could easily be another three flying unobstructed? In Open.Because human players are the ones who affect the BGS/powerplay etc. so yes they are the targets, but I was referring to the eveninence of being shot down and, if the user did notice any difference if it is an NPC or a player who shattered his/her pixels (in terms of outcome, not in terms of measuring probabilities of that happening).
A player controlled ship in no way acts or reacts like an NPC one. And if chat is on then that's just 'icing' on the cake.Because human players are the ones who affect the BGS/powerplay etc. so yes they are the targets, but I was referring to the eveninence of being shot down and, if the user did notice any difference if it is an NPC or a player who shattered his/her pixels (in terms of outcome, not in terms of measuring probabilities of that happening).
A player controlled ship in no way acts or reacts like an NPC one. And if chat is on then that's just 'icing' on the cake.
You want to force everyone to play the game you enjoy playing. shakes head It what I expect from a PvP'er.
What would come next is the insistence that engineering makes TTK too long because everyone is waking out.
There are reasons this 'argument' has played itself out countless times over the years.
To be honest a wake disruptor doesn't seem so bad if it were a module. But there should also be a counter module for it, maybe an extension of EMP functionality could be disabling certain modules temporarily?That's why in the past we have had threads about making it impossible to wake out while being engaged by another player!
Also threads about making it impossible to menu log out while being engaged.
We have threads about making the game Open only so other players can't hide in solo/pg.
We starting to see a pattern here?
To be honest a wake disruptor doesn't seem so bad if it were a module. But there should also be a counter module for it, maybe an extension of EMP functionality could be disabling certain modules temporarily?
But then again we already have the containment missile. So IDK.....
Oh...No, no, you don't understand, they wanted the ability to wake out or menu log removed entirely while in combat (ie: while being ganked) not disrupted, so that all players were forced to fight until they either win or were destroyed. We already have FSD disupters, that's essentially a wake disruptor, but they want the ability to wake out removed entirely from combat scenarios.
That's it. I've also seen running away in normal space, when your ship is faster than the attacker's, described as an exploit!No, no, you don't understand, they wanted the ability to wake out or menu log removed entirely while in combat (ie: while being ganked) not disrupted, so that all players were forced to fight until they either win or were destroyed. We already have FSD disupters, that's essentially a wake disruptor, but they want the ability to wake out removed entirely from combat scenarios.
Second: to my records, a BGS war conducted by grind takes a lot of time (as well as frustration to fight invisible enemies) vs. a straight confrontation where the weaker side is being wiped out or surrenders because isn't strong enough to fight.
....... and whatever happened to Smiling Dog Crew?
Oh, and there was the time another player turned into a triangle and looped around to get behind my unarmed Asp Explorer. Luckily my FSD was already charging and I high-jumped before he started interdiction. The next day in the forum there was a suggestion that, when trying to follow a scanned high wake, ships with lower jump range should be able to jump as far as the ship they wanted to follow.
...still better than nothingYou do get that whilst you waste time fighting one target, there could easily be another three flying unobstructed? In Open.
Mate, PowerPlay is PvP, but it is not direct PvP. It's a big numbers pushing game.
Blockades and such do not work in ED, so you can forget that. Again, that is in Open they don't even work.
It's just not that kind of world space I'm afraid.
Worse... There is nothing stopping your opponents loading up a ship, then taking a taxi to their destination, then transferring their ship over.
Yep, Open mode, and zero risk. Just credits to spend.
Never say never, go figure what's going to happen if they found something interesting in what I've said so far...That's it. I've also seen running away in normal space, when your ship is faster than the attacker's, described as an exploit!
Another part of the pattern is the thing about nerfing shield boosters to reduce TTK. I found that one quite ironic. For a long time we've been seeing advice to "not fly paper ships in Open" from the PvP crowd. But when traders take that advice and engineer the shields and stacked boosters, they still don't like it.
It's all tedious. Luckily it can be disregarded, apart from occasionally rubbishing it in the forum so that FD don't get the idea that it's what "the community" want.
Bounties, crimes and security ships may be or may not be part of the equation (i.e. if system is anarchy, Delaine space for rank 5 pledged to the Archon or even folks flying with "crimes off" as most of the CMDRs in combat ships do), as I've said before when there's a BGS war between player factions, whatever eventually happens in open does count.But a straight confrontation won't solve anything BGS wise. If people have report crimes on, it will lower the security of the controlling faction a little bit and someone (whoever fires first) will get a bounty. That's about it.
This is bull, with respect. Blockades do work if the sides agree not to block each other (or if FDev were to neutralise block between PP opponents), and the blockader gains system supremacy. My wing was unable to deliver cargo for 2.5hrs in a recent cycle where our overwatch were overstretched, and we suffered rebuys from trying. For a wing of 4 with 15 minute trip out and back, that's 4x10x700 = 28000 merits blocked. All the while, the blockaders' colleagues were undermining and racking up further opposition merits. We lost the expansion. A few deliveries got through by doing coordinated jumps so it was less than that, but still.You do get that whilst you waste time fighting one target, there could easily be another three flying unobstructed? In Open.
Mate, PowerPlay is PvP, but it is not direct PvP. It's a big numbers pushing game.
Blockades and such do not work in ED, so you can forget that. Again, that is in Open they don't even work.
It's just not that kind of world space I'm afraid.
Worse... There is nothing stopping your opponents loading up a ship, then taking a taxi to their destination, then transferring their ship over.
Yep, Open mode, and zero risk. Just credits to spend.
Alright, let's say that hypothetically, blockades work. (They don't because of FD's design intentions)This is bull, with respect. Blockades do work if the sides agree not to block each other (or if FDev were to neutralise block between PP opponents), and the blockader gains system supremacy. My wing was unable to deliver cargo for 2.5hrs in a recent cycle where our overwatch were overstretched, and we suffered rebuys from trying. For a wing of 4 with 15 minute trip out and back, that's 4x10x700 = 28000 merits blocked. All the while, the blockaders' colleagues were undermining and racking up further opposition merits. We lost the expansion. A few deliveries got through by doing coordinated jumps so it was less than that, but still.
Doing the taxi thing, if indeed that is possible with powerplay cargo, still takes probably twice as long, so the blockade would cut out 14000 merits, which is still huge. And that's just for one wing. Same is true for using carriers - if you have to resort to these things and slow down deliveries then the blockade can be called a resounding success. You know this has all been said 5000000 times already, but the cloth remains wedged over all ears. That's the simple reason we have these threads over and over.