The only way I can imagine that will make pvp work in Powerplay 2.0.

I love the idea of pvp, but the practice is really hard to do in Elite, and the more you think about it, the harder it gets.

For example, say killing enemy pledges gets you merits. Well, you get an alt account, dock them on your fleet carrier, have them take off, and murder them. They respawn on the carrier, and you blow them up again. Repeat x infinity, farm infinite merits.

You could cap the number of kills that count, but suddenly attackers basically just need to quit after 5 kills or so, or they're just putting their points on the line for no benefit. And that actually enhances the power of the false-flag kills.

It also can't work purely as a deterrent. A small squad of skilled pvpers can effectively hunt down 100% of visible players in a system and completely shut down all other movement. This means that making pvp a necessary gauntlet will immediately result in stasis, as nothing can get done as long as the pvpers are active. This will drive the non-pvpers away until the pvpers quit. That's not good for anybody.

Basically, the problem with PVP is this:

PVP can only work when both sides are honorable.

Unfortunately, this being real life, that doesn't actually happen, and pvp instead tends to make everyone miserable, eventually. Even the pvpers, after everyone else leaves and they get bored.

That being the case, the only way I can see pvp working is by removing any necessity of player honor or integrity from the equation, and putting those factors firmly in the hands of Fdev. As such, here is how I envision it.





Power Stronghold Megaships

Every Power has a specific place(or a few places) that can be attacked. A megaship, or NPC convoy, or something along those lines. This thing is completely controlled by Fdev.

This thing exists in exactly ONE instance. This instance is hosted by the Fdev servers, like a CQC game. This means that if you want to attack (OR DEFEND) it, you must be in this singular instance. You cannot enter this instance in solo or private groups, and in Open, you must enter THE instance. All participating players will be in the same area.

Attackers will not be able to fully optimize for pvp, because they need to attack the NPC objectives, too. This might include details such as hacking data ports, or even stealing commodities from cargo bays. This makes it easier for the defenders to defend themselves, and encourages pvp. The weaker the attackers, the more likely pvp will occur.

Defenders will also be supported by the turrets and NPCs who periodically spawn in. Even if they just distract the attackers, they slow them down and make their attack less effective, encouraging anyone and everyone to participate, even if they're not good at pvp.

This solves the problems of collusion. You can't support the attackers in any way without just being an attacker, which only provides the benefit of being an attacker.

It solves the problem of players not wanting to instance together. They must instance together to attack or defend.

It creates a meaningful arena for pvp.

It diversifies PVP beyond just killing each other, by adding more detailed objectives to be achieved.

This is the only way I can envision PVP being made meaningful in Elite.
 
For example, say killing enemy pledges gets you merits. Well, you get an alt account, dock them on your fleet carrier, have them take off, and murder them. They respawn on the carrier, and you blow them up again. Repeat x infinity, farm infinite merits.
You could cap the number of kills that count, but suddenly attackers basically just need to quit after 5 kills or so, or they're just putting their points on the line for no benefit. And that actually enhances the power of the false-flag kills.

Which can be avoided by taking into account weekly activity in V2, and personal rank. So you can murder your alt as much as you like, it won't count for anything because its a low value kill (personal rank is low, weekly activity nil). To make it worthwhile you would have to actually engage with the game and build up your alt- which is helping the power by that amount.

We also don't know if PvP kills are subject to BGS like S curves- if they are your kills will automatically be limited with falloff. This also (S curves) allow for low value alt kills to be tuned out and that players above a certain value 'count' (which makes sense given other powers would target actual participants).

It also can't work purely as a deterrent. A small squad of skilled pvpers can effectively hunt down 100% of visible players in a system and completely shut down all other movement. This means that making pvp a necessary gauntlet will immediately result in stasis, as nothing can get done as long as the pvpers are active. This will drive the non-pvpers away until the pvpers quit. That's not good for anybody.

Which almost never happens out in the real world. Plus that its simply not a case of innocent lamb haulers being lined up and shot. PP is a team game and teams help each other- that and players have the agency to change:

loadout (to be faster, tougher at the expense of cargo capacity)
location (a power is more than one system)

Plus- why is it bad that PvP affects a rival? Surely its up to the defender to form a plan and well, defend? If V2 has fights over valuable systems (as seen in FU #4) powers will need to fight and should fight to keep what they occupy- after all PP V2 is about being the largest power with the most valuable systems. Without attack to knock off systems you'll get the stasis you mistakenly think PvP brings.

Basically, the problem with PVP is this:

PVP can only work when both sides are honorable.

Unfortunately, this being real life, that doesn't actually happen, and pvp instead tends to make everyone miserable, eventually. Even the pvpers, after everyone else leaves and they get bored.

That being the case, the only way I can see pvp working is by removing any necessity of player honor or integrity from the equation, and putting those factors firmly in the hands of Fdev. As such, here is how I envision it.

? In the context of ED you can kill anything and anyone arbitrarily. Powerplay provides a reason for this so how is that somehow bad when you do it? V1 and V2 are all about causing chaos and mayhem while countering it done to your power to claim systems.

Power Stronghold Megaships

Every Power has a specific place(or a few places) that can be attacked. A megaship, or NPC convoy, or something along those lines. This thing is completely controlled by Fdev.

This thing exists in exactly ONE instance. This instance is hosted by the Fdev servers, like a CQC game. This means that if you want to attack (OR DEFEND) it, you must be in this singular instance. You cannot enter this instance in solo or private groups, and in Open, you must enter THE instance. All participating players will be in the same area.

Attackers will not be able to fully optimize for pvp, because they need to attack the NPC objectives, too. This might include details such as hacking data ports, or even stealing commodities from cargo bays. This makes it easier for the defenders to defend themselves, and encourages pvp. The weaker the attackers, the more likely pvp will occur.

Defenders will also be supported by the turrets and NPCs who periodically spawn in. Even if they just distract the attackers, they slow them down and make their attack less effective, encouraging anyone and everyone to participate, even if they're not good at pvp.

This solves the problems of collusion. You can't support the attackers in any way without just being an attacker, which only provides the benefit of being an attacker.

It solves the problem of players not wanting to instance together. They must instance together to attack or defend.

It creates a meaningful arena for pvp.

It diversifies PVP beyond just killing each other, by adding more detailed objectives to be achieved.

This is the only way I can envision PVP being made meaningful in Elite.

You already have this in V2 with strongholds and a much, much easier solution is to simply mute any solo /PG players influence gained when doing such activities.

So if a turret is destroyed or hacked in solo it counts for your loyalty tally (for personal rewards) but has zero influence on Powerplay itself. Other activities that suit open could also have the same- for example delivering preparation / fortification supplies.

Its simpler as it actually solves the underlying problem, in that solo and open activities overlap with rewards being the same. By muting you seamlessly (and easily) separate out tasks so they don't overlap.

like a CQC game

You do get that CQC failed because it was an arena game, right? Rather than trying to cut the feature into smaller, more isolated chunks any idea should encourage free flowing and seamless gameplay- not nest a subgame inside a feature.
 
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