I share many of Misty's sentiments about the authentic nature of High, Medium, Low and Anarchy system security levels - and I really do appreciate Marcus' ideas that improved pvp skill makes Open more survivable and exciting. Planning routes through different security level systems might be a more purposeful enterprise with good C&P. Ideally, it would had a layer of complexity and make the bubble feel more alive - with varying levels of authentic threat and risk. However, players engage in the calculus of risk and reward - and I don't believe the rewards are there.
Random positive reinforcement has been shown time and again to be the greatest modifier to promote a repeated behavior.
Random negative reinforcement has been shown time and again to result in decompensation, and behavior avoidance.
The presence of purposeful, dev-promoted (through special engineered and PP game mechanics), random griefing results in behavior avoidance (participation in Open).
I don't think FDEV has really thought through the behavioral mechanics of game mode participation, and C&P will be an under-appreciated commitment of resources.
Random positive reinforcement has been shown time and again to be the greatest modifier to promote a repeated behavior.
Random negative reinforcement has been shown time and again to result in decompensation, and behavior avoidance.
The presence of purposeful, dev-promoted (through special engineered and PP game mechanics), random griefing results in behavior avoidance (participation in Open).
I don't think FDEV has really thought through the behavioral mechanics of game mode participation, and C&P will be an under-appreciated commitment of resources.