Goal-driven or 'meaningful' PvP is still very hard to find..
Even with the improvements of Powerplay 2.0, trying to find Powerplay specific PvP is still quite a challenge due to the vast gameplay area (unless you camp high traffic systems, but that is more of an exercise in pot luck and not really goal orientated).Even if all players are in open, there can be a 'ships in the night' situation due to different time-zones, versions of the game, instances etc.
PvP missions could be the answer to this problem, and get people PvP'ing over actual goals rather than just random fights / ganks.
- There would be PvP Powerplay missions that when accepted, generate a defensive counter-mission on the opposition side (thereby focusing opposing players towards each other at specific locations)
- An alert will message nearby players (in open >500 LY from mission location) pledged to the defending power that a hostile PvP mission has been triggered and a defensive counter mission can be picked up from a specific stronghold carrier close to the mission location
- Both the offensive & defensive side of the mission will run for the same duration until one side is successful, it expires or the attacker violates mission terms
- These Powerplay PvP missions would offer much needed content to the PvP community within a consensual system
- PvE players would not be impacted by these missions, they'd still be able to do everything they currently do
- This proposed mission structure also offers a solution to long-running PvP-related problems such as combat logging, mode/version switching and instance blocking without affecting the wider-game
The idea is as follows:
- PvP labelled, Undermining or Acquisition missions would be available from a powerplay contact for a certain enemy location which would offer outsized merit payouts (maybe something like 20-30k (maybe more) depending on activity - FDEV would need to balance the risk vs reward here).
- These could be space-based locations, stations, stronghold carriers, megaships, power conflict zones or on foot locations just like regular Powerplay tasks.
- These missions could also be offered as a team mission for up to 4 players.
- Accepting the mission will trigger a counter mission to appear on the enemy side, with the aim of stopping the opponents' mission succeeding. This would result in a similar merit payout should the attacker be destroyed or driven off by the defender, also generating sizeable fortification points for the defenders in that system. Edit: Fortification rewards would have to be handled carefully to avoid exploitation. There would have to be functionality to stop 5C exploitation via organised kills; such as attacker loyalty-level scaling of rewards, diminishing returns, no rewards for friend kills etc. The idea would be to make it too much effort to bother with over normal PvE fortification methods.
- This counter mission would be offered from stronghold carriers in the stronghold system closest to the attackers' mission target.
- Potential defending players who are currently located in any 'Allied' system would be alerted by message to the counter mission becoming available from the specific stronghold carrier, but they would need to travel there to get the mission to give the attacker a bit of time (This would passively encourage defensive players to gather at stronghold carriers, creating organic player bottlenecks at those locations).
The defensive counter mission would only be available to the first 4 players who accept it as to limit the amount of defenders who would be alerted (also allowing for a full wing)Edit: Exploitable- Counter mission will direct defenders to the approximate location of the attackers (4-6 possible systems depending on the mission type, with a hint as to whether it is a space or surface location).
- Both attacker and defender missions will have a matching expiry time to be fair to both sides partaking (something like 1-2 hours).
- Any (defending)power NPC scans of the attackers ship while the mission is active will give an update to the defending player(s) with a more precise location of the attacker and their mission target.
- Should the defender perform an identifying scan on the attackers' ship, it will be flagged as the mission target.
- Edit: Defenders will get periodic updates to the attackers progress in the mission via message, to confirm their target(s) remain active in the mission and haven't just let it run without any intention of completing it to distract their opponents. E.G 'Target has arrived at mission location', 'Target has completed stage x of x of their mission'.
- To add urgency to the final stages of the attackers' mission (and depending on difficulty rating), any final data breaches or penultimate mission stage completion will update defenders to the attackers' precise location (with a minute or 2 delay).
- The attacker will have to return to a specific station in a friendly system to complete the mission to prevent them simply logging out after they have finished their activity (allowing for a short hunting period for the defenders).
- Once the attackers have returned to the completion station (likely a friendly stronghold carrier), they will complete the mission, be rewarded with the merit + credit or materials payout and control points for the target system.
- Defenders would be notified if the attacker completes the mission
Other PvP Mission Criteria
- Should the attacker fail the mission without enemy player involvement, no merits would be attributed to either side (to stop exploitation)
- Should the defenders kill the attacker while the mission is active, the attackers' mission fails and the defenders mission successfully completes
- Should the attacking player log in to a different mode other than open while the mission is active it will automatically fail
- Should the attacking player make use of the 15 second log out timer while the mission is active, it will also fail (counting as a mission success for the defender if in the same instance)
- If the attacker logs to the main menu or crashes while the mission is active they have 10 minutes to log back in otherwise the mission will also fail (allowing for crash recovery - however this timer will run down for multiple menu visits or crashes, not reset per crash/logout)
- Defenders would get notified if the attacker completes or fails the mission in real-time. This would prevent players wasting their time looking for potential PvP possibilities that have expired
- Instance blocking would not work between mission participants (as obviously that would be too exploitable) and instancing would actively prioritise all those involved in the mission
- Edit: Missions should also fail if the player were to switch between Odyssey/Horizons - Ian Doncaster
Positive outcomes from implementing this concept would be:
- All participants are willing
- PvP would have a tangible use in the game
- Players are given some specific direction as to where to find their opponents at a specific time (so they don't spend all their game time wandering around aimlessly looking for enemies)
- While waiting for a defensive PvP mission to trigger, players can do other things - making better use of their game time
- Edit: Players can choose to trigger a potential PvP scenario without any external communication or third party tools
- Players would know their opponents are in open so would be more motivated to hunt them (and know when they can stop hunting for them)
- The issues of combat logging and instance blocking for gain would have a solution/consequence
- This would draw some of the gankers away from high traffic systems and into Powerplay
- The open only debate may subside somewhat if PvP'ers have content
- Powerplay as it stands would not change for PvE players
- Edit: Some players have been criticising the lack of gameplay options for undermining, this idea would help alleviate that issue
- Edit: The dynamic choke points this system would create would lead to secondary PvP between attackers and defenders around the mission, not just within its scope. This would likely lead to larger player conflicts flaring up as a result of the close opponent proximity, regardless of the mission outcome
- Edit: This would be an excellent system for streamers to broadcast interesting and dynamic, player-driven gameplay, potentially drawing more players to the game
Cheers
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