How - as a moderator - can this be your argument for this kind of discussion.
Is your aim, that every PVP player who actually cares about the game should now stop playing ED?
Cause thats how it sounds for me and many others.
Absoloutely not. And being a moderator has nothing to do with it.
My aim is that people who enjoy PvP accept that the game is 99% PvE, with the possibility of PvP. Best still, if those who enjoy PvP, do it with good reason, rather than "for the lulz", but some people will always be like this.
However, there is a small subset of PvPers who expect, nay demand, that FD change the game to make PvP a lot more prominent, and i think ideally, they would like it so that eventually, there would only be a single mode, and that as many PvE elements became PvP elements instead, with FD putting more focus on PvP rather than PvE.
I hope that those people either understand that as far as FD have let us know, its not the sort of game they are making, and its certainly not the game they sold. If they cannot accept that, then they would probably obtain more enjoyment from playing a game that caters more to PvP, rather than trying to change a game that is not so focused on the PvP.
And i stand by my statement that ED sucks for PvP.... i really should repost my thread on the topic from the Steam forums here. I'm sure it would cause lots of controversy!
How do you know, its a lot of code necessary?
Have you already talked with the devs about that in the past minutes?
And even if... this seems to be the by far better compromise (a little bit of work for Frontier) then just hitting one (PVEers) or the other (PVPers) in the face.
Nope, just plenty of experience in the business. Of course, i'm making some assumptions here. As a minimum, they must have a class and/or function that deals with infleunce changes. In order to add mode detection to determine whether it should change, its an extra parameter that needs to be added to the routine. This function/class/whatever is probably called from all over the place, from missions, to bounties, to everything that can affect the BGS. So they would have to change the calls in those places to parse through the mode (possibly, i'm guessing of course, i haven't seen the code). On top of that, you need new UI elements highlight what modes a system can be affected from. Then after that, it needs testing, because it adds another layer of complexity to an already complex system.
And besides, i still don't see it as a good solution. You have multiple factions in every system.... so, the player owned faction cannot be affected, while all the other factions can? Or you'd want it system wide? What happens if another faction, let's say a PvE faction expands into a PvP system? PvEers raise influence of the PvE faction... but by the logic presented, the PvP faction influence cannot be changed?
Its simply not going to work. You'd have to block off factions which can be affected from different modes from expanding into systems where differing mode factions exist.