Right now, we have a system where players in solo don't instance with any other players. Everyone they see is a game-controlled AI. No Private Group/Open players can see them or interfere with their activities. PG players see only NPCs and friendly players who are members of their PG. No other players can see them or interfere with them. What does this mean? It means that when they are doing things that has an effect on the BGS or Powerplay, players who oppose what they're doing can't stop them the way they can stop someone playing in open - by interdicting them and killing them or stealing their mission cargo with hatchbreakers etcetera.
If I’ve said it once, I’ve said it a million times: it’s amazing how many of the “Oh, won’t you think of the BGS!” crowd fail to understand the basics of BGS manipulation enough to realize that
defending a controlling faction via PvP is functionally identical to
attacking a faction via PvP.
That’s why I do my BGS manipulation in Open in the first place: having
PvP opposition gives me a
far more potent tool to affect a controlling faction than I have normally. At worse, it’s a “Heads I win, tails you lose” situation. More often, it’s a “Heads I win, tails you lose
worse” scenario. At best, it’s a sign that they’ve destroyed the largest advantage they had over me already, so I’m dealing with a cohort that doesn't really know what they're doing.
This completely ignores the most basic fact of all: the purpose of the BGS is to bring the galaxy to life,
not to be a proxy for whatever emergent gameplay you're using the BGS for. Whether you're using it as a proxy for territorial gameplay, a proxy for political gameplay, a proxy for espionage gameplay, or any of the other myriad reasons that players might want to manipulate the BGS... it's
actual purpose is to breathe life into the galaxy, and it does so via player actions.
Players naturally take the path of least resistence. If you haven't manipulated a system to the point where random players will naturally work for the faction you're supporting, then you've failed BGS manipulation. No amount of PvP activity will make up for this deficiency, and in fact will simply make life easier for your opposition.
As for the rest of your… proposal... I’ve played a
lot of games that try for the “Holy Grail” of MMO’s: a mixed PvP/PvE environment, and almost all of them either died due to a lack of players, or put a hard barrier between PvP and PvE players to retain those they had. This is due to GIFT*. GIFTed players will first drive off the pure PvE players. Then they'll drive off players like me sit between the boundry between pure-PvPer and pure PvEer, who make up the majority of the
remaining playerbase, thanks to no longer having the anonymity of the herd. Finally, the GIFTed leave the game themselves, leaving behind only the most ardent PvP players.
GIFTed players are simply not fun to play with, but
need other players to have their fun. They can easily get their "fix" from PvE players. They
might be able to get their "fix" from the fence sitters, though this depends upon the nature of the game. And they
can't get their fix from PvP players.
I fully expected during the Kickstarter that Open in Elite Dangerous would follow that trajectory. I figured I'd play in Open until it became intolerable, and then switch to other modes. It never did. According to Frontier, the majority of players
do play in Open, and in my experience particularly GIFTed players are few and far between. Yes, there are a few hot spots out there, but again in my experience, they're not much of a
threat to any players who don't fly paper-thin builds with their eyes fixed to youTube.
A part of this is that ED is a game where player ability, not character stats, is the primary factor for deciding PvP combat
outside of the ardent PvP crowd. This
includes GIFTed players, who in my experience require
active cooperation from their targets to get a kill. I can't remember the last time I was ever killed by another player when I actually
cared about not dying. I don't
need to be brilliant at PvP to survive in Open. I just need to be
better at it than the GIFTed, which is a fairly low bar to clear.
But mostly, this is due to the self-selecting nature of Open. The type of player who is the ideal target for the GIFTed won't play in Open, period. This leaves the type of player in open who are either ardent PvPers, who eat the GIFTed for breakfast, or the proverbial "fence sitters" who aren't an
easy kill, if they're killable at all. Faced with a lack of an "audience," the GIFTed eventually leave the game, looking for an environment where they can get their "fix." Sure, new GIFTed players will join the game, thinking that they'll get an easy "fix," but sooner or later they'll seek greener pastures.
Your... proposal... gives the GIFTed their "audience" back. It doesn't matter if the non-open player doesn't experience a "rebuy." Their gameplay is
still disrupted by the proverbial "giant space flea from nowhere." Only it's worse this time, because they don't even have the
illusion of having a modicum of control over their fate. Their fate is in the hands of an NPC, who are even worse at surviving than
they are. And the GIFTed
know this. It doesn't matter how
little impact they have on the game of others, all that matters is that they have a negative effect at all.
The population in Open has an inverse squared relationship to the number of GIFTed players there. A small increase in the GIFTed leads to a much larger decrease in the overall population of Open. Your... proposal... will increase the GIFTed population and affect Solo and PG... all to appease a BGS manipulation strategy that is not only
sub-optimal, but breathtakingly
counter-productive, and will result not only a smaller Open population, but drive players from Elite Dangerous completely.
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*If you're not already familiar with this term, feel free do a search for GIFT and Penny Arcade