The fallacy of how PvP can protect your system from being undermined.

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Seen this a bit recently from a couple of player groups complaining about how they lost a system and that how modes are to blame for it. That people in solo and group can waltz past them and undermine their influence, and there is nothing they can do about it.

I've responded to a number of such comments, and think its time i'll try and put this argument to rest (and i might fail miserably of course).

So, let's imagine a version of ED, where either only Open exists or that the BGS can only be affected from Open. Let's not make this a discussion about whether this should happen - we have had millions of threads on the topic. Let's just assume for the moment it is the way it is. Imagine this is a parallel universe where the game is the same, but FD opted to make Open the only mode if you like.

So, why is it a fallacy to blame modes on a faction being undermined.

1) Affecting the BGS is a PvE only task. You cannot stop undermining with no amount of PvP, unless you are stopping every single ship that enters your system. At best, you can only slow it down. The more resources you put into stopping people, the less you have actually working on defending the influence of your faction.

2) Its a numbers game, one largely dominated by who has the more resources in terms of player hours that are dedicated to defending/attacking. The side that has more player hours invested in attacking/defending should win regardless. Even if you are PvPing all the time while you are logged in, defending the system, if the other side has more player hours, you will never stop everyone. To increase your chances at sucessful PvP, you have to wing up, meaning less interdictions as well, so more people flying past you.

3) There is an attitude that if the PvPers could interdict everyone, they would win all encounters. This one is a bit funny and highly arrogant. Sure, the dedicated PvPers do tend to be (much) better at PvP combat (on average), and fitted for it and are more likely to win, but no guarantees. Some PvE players might be surprisingly good at PvP, they just tend not to be interested it doing it, but would if forced into it. And besides, any PvEer who stops to fight, ties up defending resources anyway.

4) An assumption that even with successful interdictions you are going to stop people getting through. Imagine the PvE player, wanting to undermine. What ship is he going to choose to get those missions done? Something fast, something that can't be masslocked easily. Ships like the Cobra and Clipper are going to be obvious favourites. Cargo space, speed, and in the case of the Clipper, hard to masslock unless the defenders are flying something big... and big is usually slow. Go ahead, interdict, the attacker can submit and run. Enjoy trying to kill people who constantly run away. Or they can high wake out, and jump back, and while the defenders are dealing with that, others are flying past unattended. The experienced players will get past eventually, one way or another.

5) PvPers getting involved on the attacking side. When systems are being undermined, its not always just going to be the PvEers getting involved. There could be PvPers, and since they know the system is defending, its a great opportunity for them to get their PvP kicks, they might not even care about the particular system. Some might join the defending side as well. Defenders are then faced with dedicated PvPers taking up their time, inderdicting them, and not allowing them to get on with their jobs of defending the system.

6) Instancing - this is a killer. You can defend and defend, and yet people will get past you anyway, some players you will never see. There could even be those players that (wrongly) tinker with their network settings to ensure they never see other players, or maybe they don't tinker, maybe they just had bad connectivity.

7) Timezones - you are a Euro group, the attackers are primarily located in a timezone when your players are asleep or at work/school. You're not going to stop them.

NEW! 8) Someone said having the ability to PvP gives them a chance. Another fallacy unless it happens in CZ. If you try and stop attackers in your system by interdicting them, then unless they are wanted (which they probably won't be), attacking and killing them will reduce security and increase civil unrest, which you really don't want in your own system. And unless you are an Anarchy, it will result in a bounty on your head, in your own system, which presumably is not ideal when you are trying to defend it... it will even reduce your chances of being able to take missions to support your faction.

Now it gets to the point there is a war, and the game can change a bit, depending on what sort of war it is.

I'm a little hazy here on this, and would need to check the BGS info thread. But IIRC there are two types of wars that can happen. There are those where non-combat missions are the way to win the war (actually elections), in which case most of the above still applies. Attackers zipping around in couriers and Cobras making deliveries and stuff.

If its a combat war, then CZs come into play, which can tip things in favour of the defending PvPers a little, but still no guarantee for them, again, numbers are still the bigger factor. the attacking PvEers could still just do bounty hunting in their choice of RES, or run combat missions for the faction they are supporting. AFAIK, it still is good for influence and winning wars, although as i understand, CZs are the best way to go in these situations. So, the PvEers go into the CZ. Let's assume the defenders have enough defending players to have 24/7 coverage of at least 1 defender in every CZ that spawned. Again, we come back to numbers though. Even if the defenders are better skilled, if the attackers have the numbers, and instancing works ok, i'd still put good money on two PvE attackers giving a run for the money on the lone PvP defender (or scale it up). However, if the attackers have brains, and coordinate, they would split up. One handles the PvP, running when attacked, turning and attacking when the defender goes for the other player, who is happily farming combat bonds.

If the defenders have the numbers, and can camp CZ, then the attackers can simply avoid the CZ and keep doing combat missions instead.

Further thoughts

While a lot of this has been focused on the attackers having more numbers, and its a major contribution, even if you are defending with superior numbers, relying on PvP to win is still a losing strategy. You still have to work on the BGS using PvE. Some of your resources have to be devoted to that.

Same goes if we turn the situation around, with a PvP group attacking a PvE groups system. You cannot win the BGS fight with PvP. The more resources you dedicate to PvP, the less your chances are. All you do is hurt your own efforts.

What about blocking at stations?

If they can't get in to the stations, they can't turn in bounties, turn in or take missions, etc. Again, assuming we for the moment ignore things like instancing/timezones/etc, its again at best a delaying strategy. It only takes one person getting through, and you have lost ground. Again, the more you then dedicate to working the BGS, the less you have to run blockades on station. Do you have enough players online at the same time to stop people getting into every station in your system? You know you can go to any station in a system and get missions for the faction you are supporting? Yeah, amounts of mission vary, but they will be there. Can you field enough players to stop people approaching the station from any angle, without putting yourself in the no-fire zone and earning the wrath of your own faction or another one, that will mean you have problems near that station and in its territories? What about planetary stations? No drop out from SC in a limited area with these, people are going to be approaching quite close, you can even drop out of glide very close to a planetary base if you are skilled and get it right.

Final points

There is no way to win a BGS fight with PvP. Blaming losing a system on groups/solo is not productive. In our imaginary Open only scenario, at best you can hope to achieve with PvP activities is to slow it down. If the two sides are fairly closely matched, even if slightly outnumbered, you should still be able to win, as long as you dedicate a majority of your efforts to PvE actions rather than PvP - treat the PvP as a side activity, you should win. However, if you are under attack even by less players, but you insist on focusing on PvP, you will simply lose due to influence attrition.

Once again, even in Open, affecting the BGS is a PvE activity.

Whatever you do though, do not assume that if the BGS was Open only, that everything would be sweetness and light for you.
 
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Little confused.

Why such focus on BGS? UM is a power play activity. Yes BGS impacts system triggers, but only a couple of powers are really effective at this.

I assume when you refer to UM it is not in the Powerplay context?
 
Very nice write-up.
One minor point:
3) There is an attitude that if the PvEers could interdict everyone, they would win all encounters. This one is a bit funny and highly arrogant. Sure, the dedicated PvPers do tend to be (much) better at PvP combat (on average), and fitted for it and are more likely to win, but no guarantees. Some PvE players might be surprisingly good at PvP, they just tend not to be interested it doing it, but would if forced into it. And besides, any PvEer who stops to fight, ties up defending resources anyway.

I would not draw the line at "PvP and PvE" here. Imo, it's "combat pilot" and "non-combat pilot". (<- as PvE Combat pilot, your impact on the BGS is already somewhat below that of non-combat activities .. big hitting exploration data deliveries and such? Working exactly as designed, if you ask me)

You can train any combat interested Pilot to the PvP meta. It's just different enough from the PvE Meta, that I'd need two different loadouts to be equally successful (not top of the hill .. "not completely useless" is already an achievement) at both and practice differently (which is a matter of playtime, I do not have the spare time to keep 2 combat careers running) for both.
I went the "space invaders" route.
 
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1) Affecting the BGS is a PvE only task. You cannot stop undermining with no amount of PvP, unless you are stopping every single ship that enters your system. At best, you can only slow it down. The more resources you put into stopping people, the less you have actually working on defending the influence of your faction.
However, if you are under attack even by less players, but you insist on focusing on PvP, you will simply lose due to influence attrition.

Once again, even in Open, affecting the BGS is a PvE activity.

Whatever you do though, do not assume that if the BGS was Open only, that everything would be sweetness and light for you.
Affecting the BGS is a PVE only activity, and in my opinion this is the biggest problem. It should be a PVP only activity.
 

Deleted member 38366

D
Affecting the BGS is a PVE only activity, and in my opinion this is the biggest problem. It should be a PVP only activity.

But what if you're working on Systems with no other Player Traffic than yourself? Or what if you actually face no opposition?
Want to blow yourself up for 0.1% Influence gain? Shoot up your Wingmen?

It doesn't work.
PvP in terms of Combat only works reliably (to the extent the OP correctly posted) within Conflict Zones - and that's precisely their place.
And as you know, the effect of taking a single Player down there will be limited to a single Combat Bond. Only one kill after all, even if successful.

BGS has always (and rightfully so) involved all available activities.
Limiting it to PvP alone would essentially break the entire System. And remember there's plenty of Faction types that don't live for Combat in terms of ethos.

Old rule of ELITE : there's more to it than PvP. Far more.

For more PvP-centric action Options, see PowerPlay. It's literally made for those who seek that - but only those, even it offers alternatives to suit all needs.

I think the bottom line is this : PvP represents only a tiny Option amongst many. It's always been that way.
Might be mistaken, but at times it feels like the vocal PvP Minority is asking the entire Game (the remaining ~95% plus the entire Game mechanics) to start revolving around them - when in fact the opposite is the case.
"Wag the Dog" luckily doesn't normally work in ELITE ;)

BGS has always been about "bringing the right tools for the job", Player numbers and dedication + needed skills to be effective.
Roaming a System trying to blow up other Players in your Combat Ships won't do you any good if you'd want to support your Faction i.e. in a Boom state.
Adapting to the needs of your Faction is the key - and accepting that handing in Trade goods, running Trade Missions, making a good Mining run or handing in Exploration Data is likely the better way to succeed.
Thus, exclusively hugging a PvP optimized Combat ship in hopes to help your Faction is a rather hopeless endeavour. You're likely not helping your Faction at all, repeated criminal engagements of Clean Ships might even hurt it.
 
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Little confused. Why such focus on BGS? UM is a power play activity. Yes BGS impacts system triggers, but only a couple of powers are really effective at this. I assume when you refer to UM it is not in the Powerplay context?
I presume he meant undermining in it's wider sense of taking influence away from the ruling minor power.
 
Affecting the BGS is a PVE only activity, and in my opinion this is the biggest problem. It should be a PVP only activity.

If you're competing with other players, it's Player vs. Player.
That's as much a problem as a steakhouse serving steaks with fries and salad.

You want it to be a combat Player vs. Player activity, not a PvP only activity.
I'm supposed to retire my T-9 to the trashyard because the counter to ganksquads is a Clipper? Hmm.. nope, not a good idea.
 
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Perhaps those calling for more weighting to actions in Open (for Powerplay, CGs, BGS), are not just wholly obsessed with "winning" via "pvp", but rather would simply enjoy interacting with more players, which in turn promotes new and unexpected gameplay - which is arguably inherently more interesting and personally rewarding than a dull race for numerical dominance, which is what the current implementation offers.

I hope to see Sandro follow through on the suggestion that PP actions get more weight in Open, and would love to see the same principle expanded to all other communally-impacted elements of ED.
 
Perhaps those calling for more weighting to actions in Open (for Powerplay, CGs, BGS), are not just wholly obsessed with "winning" via "pvp", but rather would simply enjoy interacting with more players, which in turn promotes new and unexpected gameplay - which is arguably inherently more interesting and personally rewarding than a dull race for numerical dominance, which is what the current implementation offers. I hope to see Sandro follow through on the suggestion that PP actions get more weight in Open, and would love to see the same principle expanded to all other communally-impacted elements of ED.
But the entire point of the OP is to demonstrate that even wholly within an open only environment, PVP alone will NEVER stop a system being flipped, so giving more weight to open is entirely irrelavent to this thread.
 

Goose4291

Banned
Perhaps those calling for more weighting to actions in Open (for Powerplay, CGs, BGS), are not just wholly obsessed with "winning" via "pvp", but rather would simply enjoy interacting with more players, which in turn promotes new and unexpected gameplay - which is arguably inherently more interesting and personally rewarding than a dull race for numerical dominance, which is what the current implementation offers.

Sums up pretty much the attitude of most of the people I fly with.

That and the concept that if you want to kick over someone's sandcastle, you should have to accept the risk of reciprocity.
 
Perhaps those calling for more weighting to actions in Open (for Powerplay, CGs, BGS), are not just wholly obsessed with "winning" via "pvp", but rather would simply enjoy interacting with more players, which in turn promotes new and unexpected gameplay - which is arguably inherently more interesting and personally rewarding than a dull race for numerical dominance, which is what the current implementation offers.

If only the potential for non-combat encounters existed in Open... How often do you fly up to a commander in SC, you both drop out (without interdiction) and just shoot the breeze for half an hour or so, sink a few beers, and then go your own way? Other than long range explorers, I mean.

Mostly it's meet & interdict. Then either fight or run, or else the combat pilot robs the non-combat pilot. Usually someone dies, or at least has a big repair bill.

For those who like that, sure go for it, but one could hardly say that it makes for more interesting encounters. Unless your definition of interesting is limited to robbery and murder.
 

Goose4291

Banned
If only the potential for non-combat encounters existed in Open... How often do you fly up to a commander in SC, you both drop out (without interdiction) and just shoot the breeze for half an hour or so, sink a few beers, and then go your own way? Other than long range explorers, I mean.

Mostly it's meet & interdict. Then either fight or run, or else the combat pilot robs the non-combat pilot. Usually someone dies, or at least has a big repair bill.

For those who like that, sure go for it, but one could hardly say that it makes for more interesting encounters. Unless your definition of interesting is limited to robbery and murder.

I'd disagree with this. In the current Onionhead CG for example a lot of people have been chatting at Harvestport, warning each other of adjustments to blockading strategies and asking for wing pair ups for protection/company.
 
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nice write-up, and i think it is very much to the point.

minor correction: there is no heavier hitter than conflict zones/combat bonds in a civil war/war.

so, a strategy of denying conflict zones may actually work, if you use your time in between farming combat bonds. with the amount of conflict zones spawned during a conflict thus might be a problem, though.

anyway, in your exampel a pve group will have won the war during a wars countdown, laughing at the pvp'ler camping conflict zones... very much sunzi.
 
Affecting the BGS is a PVE only activity, and in my opinion this is the biggest problem. It should be a PVP only activity.
With only being able to (potentially) see 31 other Cmdr's in any given instance, it's never going to be a (practically) PvP only activity.

Can you imagine how long it would take to see (if any) movement in the BGS if the only thing affecting data was direct player vs player action?
 
Lots of hypotheticals in the OP. You are assuming that PVE will have more players than PVP, but at the same time admitting that PVE would likely escalate into PVP should any PVP resistance occur. So if everyone is ultimately doing both PVE and PVP, then the odds are that PVE pressure and PVP resistance would be roughly the same everywhere on average. So everyone is winning and everyone is losing.

Agony, you are stating a problem that is not a problem. Not even hypothetically. In fact, you make an Open-only ED sound quite fun!!!

That being said, the major flaw in your logic is that you assume that 1 hour of PVE is somehow not equivalent to -1 hour of PVE. But even if I never actually kill you, if I merely stop you from doing PVE for 1 hour, and I had to stop doing PVE for 1 hour to do it, then it's a wash. So regardless of PVE/PVP activity, it always boils down to the side with the smartest/most number of players.

In fact it's better than that for PVP though, because if you spend 1 hour collecting PVE Merits, and I log in for 5 minutes and manage to kill you before you turn them in, that's a 12:1 time advantage for PVP anti-undermining. ;) And my control station is only a few Ls away to turn in my kill merits and cash bounty.
 
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If only the potential for non-combat encounters existed in Open... How often do you fly up to a commander in SC, you both drop out (without interdiction) and just shoot the breeze for half an hour or so, sink a few beers, and then go your own way? Other than long range explorers, I mean.

Mostly it's meet & interdict. Then either fight or run, or else the combat pilot robs the non-combat pilot. Usually someone dies, or at least has a big repair bill.

For those who like that, sure go for it, but one could hardly say that it makes for more interesting encounters. Unless your definition of interesting is limited to robbery and murder.

I only fly in Open. I've played since 2014. Random attacks do of course occur, but honestly non-combat experiences are more of the norm! I more likely encounter other CMDRs in RES or at CGs and we might wing up & make a new friend, rather than most encounters leading to combat. There's so much fear mongering about Open play.
 
I only fly in Open. I've played since 2014. Random attacks do of course occur, but honestly non-combat experiences are more of the norm! I more likely encounter other CMDRs in RES or at CGs and we might wing up & make a new friend, rather than most encounters leading to combat. There's so much fear mongering about Open play.
Your experience and mine are very similar. However, rather than call it fear-mongering, I'd call it the 1% rule.
 
I only fly in Open. I've played since 2014. Random attacks do of course occur, but honestly non-combat experiences are more of the norm! I more likely encounter other CMDRs in RES or at CGs and we might wing up & make a new friend, rather than most encounters leading to combat. There's so much fear mongering about Open play.

Hmm, I may be wrong here, but doesn't winging up at a RES or CG usually lead to combat? Perhaps not against each other, but ...
 

Goose4291

Banned
1) Affecting the BGS is a PvE only task. You cannot stop undermining with no amount of PvP, unless you are stopping every single ship that enters your system. At best, you can only slow it down. The more resources you put into stopping people, the less you have actually working on defending the influence of your faction.

2 Players (Player 1 and 2) in a combat zone, one supporting Faction A, the other supporting Faction B. Both have amassed 2.5k of Combat bonds for their respective faction when they bump into each other.

Player 1 kills Player 2 and returns to hand in their combat bonds, thereby denying player 2's submission of combat bonds.

Can you explain how that PvP interaction doesn't affect the BGS?
 
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