The Open v Solo v Groups thread

I see why you'd want that "intel". But some cmdrs want to remain anonymous. Their actions hidden from view. Currently that's how it works.
And from a bgs pp perspective that intel would be exploited to the full.
Heaven sent info that would allow player factions to allocate their war machines resources more effectively.
 
I had a harsh reminder of that today when I finally lost my most recent attempt at taking over Minun.

baneofcrows' original assertion that among the things limited to Open, PvP was the only one that could ruin one's experience. I was thinking of other features that can be abused, such as chat or block, which can have an influence anywhere PvP can, that can ruin an experience just as readily.

BGS frustrations can explicitly occur in any mode, so if one's experience is subjectively harmed by them, that's not something limited to areas where direct PvP is also possible. Your experience would have been the same in PG or Solo, except perhaps that you'd never have had any hope of gathering any extra information due to the off chance that one of your BGS opponents would instance with you.

I see why you'd want that "intel". But some cmdrs want to remain anonymous. Their actions hidden from view. Currently that's how it works.
And from a bgs pp perspective that intel would be exploited to the full.
Heaven sent info that would allow player factions to allocate their war machines resources more effectively.

I'm not fond of the idea of more detailed CMDR tracking/telemetry either, but I do understand the frustration of there being no good in-game way to collect anything but the most general and vague of data. Outside of comparing one's own contribution to a success/failure of an endevor at the next tick, or trying to infer numbers from traffic boards, you're mostly left with entirely out-of-game/character espionage across third party media. It's a major disconnect that helps reinforced the feeling of the BGS as a black box. It also cheapens agency and interaction by poorly correlating the results with gameplay, or their depiction off menu screens.
 
Heaven sent info that would allow player factions to allocate their war machines resources more effectively.

There's enough waste of time in this game, let's make everything else much more efficient. 🍔 🍴


If not the "number of CMDR to single digit" something like "low-medium-high" support, some kind of information that in 3300+ should be achievable given the technology.
 
I see why you'd want that "intel". But some cmdrs want to remain anonymous. Their actions hidden from view. Currently that's how it works.
I totally understand the desire for anonymity. However, there are a couple of examples where either CMDR names are explicitly stated, the number of CMDRs are shown, or the number of bonds/merits/transactions shown, such as:
  • The Bounty Boards (which state CMDR names, bounty amounts, and their approximate locations)
  • The Powerplay Fortification / Expansion / Undermining progress bars
  • The pre-ground CZ dialog box:

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Much of what I suggested already exists in some form in the game today, so collating all of that information for a BGS conflict news box wouldn't be out-of-place, in my opinion. That said, if I had to choose I would prioritize a simple "this is the number of CMDRs who have redeemed bonds for this faction" counter over a Leaderboard.

And from a bgs pp perspective that intel would be exploited to the full.
Heaven sent info that would allow player factions to allocate their war machines resources more effectively.
I'll freely admit that I wrote the above suggestion largely out of frustration, so it's likely not the most eloquently crafted one I've made, but I'm not sure how displaying transactional information could lead to game exploits - outside of something akin to Powerplay sniping, perhaps. How would/could the suggestion be exploited?

baneofcrows' original assertion that among the things limited to Open, PvP was the only one that could ruin one's experience. I was thinking of other features that can be abused, such as chat or block, which can have an influence anywhere PvP can, that can ruin an experience just as readily.
I guess I was focused on this part of the quote:

PvP isn't entirely limited to Open [...]

since my latest defeat is a reminder that, essentially, the BGS is set up as an abstracted PvP game with a PvE element separating the two sides - PvEvP. Every transaction we make affects the BGS, which in turn affects whatever Player Minor Factions may or may not be present, who then will react to those transactions as they see fit.

My brain must have turned off when reading the rest of that sentence, because my post doesn't really make sense in light of the context I tripped over 🙃

BGS frustrations can explicitly occur in any mode, so if one's experience is subjectively harmed by them, that's not something limited to areas where direct PvP is also possible. Your experience would have been the same in PG or Solo, except perhaps that you'd never have had any hope of gathering any extra information due to the off chance that one of your BGS opponents would instance with you.
Indeed, it was. I ran several previous conflicts mostly in Solo due to ongoing Odyssey performance issues and bugs (massive stuttering, inputs not registering due to stutters, my L-6 blowing up in my face the second I fire a rocket because PDTs, etc.).

This loops back to an earlier claim I made in one of the earlier Open v Modes threads that Open is functionally equivalent to Solo in my area, even with elevated traffic levels:


I'm not fond of the idea of more detailed CMDR tracking/telemetry either, but I do understand the frustration of there being no good in-game way to collect anything but the most general and vague of data. Outside of comparing one's own contribution to a success/failure of an endevor at the next tick, or trying to infer numbers from traffic boards, you're mostly left with entirely out-of-game/character espionage across third party media. It's a major disconnect that helps reinforced the feeling of the BGS as a black box. It also cheapens agency and interaction by poorly correlating the results with gameplay, or their depiction off menu screens.
Oddly enough, I have resorted to opposition research via INARA in an attempt to figure out who I'm fighting. Some CMDRs jumped their Carriers into Minun, so I was able to get their names and their squadrons and plug them into INARA. The latest ones I've seen are neither explicitly tied to Powerplay nor are Federation supporters, so my best guess at this point is Minun's War state is pulling some traffic from nearby Iah Bulu for Fed rank grinding.

If that is the case, I do have one more trick up my sleeve to take the system...
 
As a smuggler which is my preference with relation to bgs/pp activities, there's little trace cept perhaps for a ship type.

How would/could the suggestion be exploited?
My bad I didn't mean illegal exploits I meant it's other meaning namely that one uses whatevers to hand or known, within t&Cs of course.
Apart from slaughtering feds or cops smuggling is 2nd to none for inf bashing.
Specially if its done well. Mixed loads, smuggle missions etc.
 
Just recently looked at the Combat rank progression table and had a thought if there was some adjustments made to rank progression for killing players having significantly lower Combat rank.

Screenshot 2022-09-15 at 12.24.31.png

Particularly speaking it there were negative adjustments (with progressive scale) made to the rank of the player which could effectively lead to decreasing a rank in case of repetitive kills. In addition this may be connected to the legal status of the target player, so kills of lower ranked ships having wanted status would not use negative coefficient, while clean status of the target would lead to applying this coefficient.
 
As soon all open-vs-solo discussions are supposed to be part of this thread I would like to know your opinion on the topic of reducing the ability blow up certain types/modifications/builds of the ships.

The question is - what is the point of having highly-engineered A-class life support module in Elite Dangerous if average ship can be blown up on a matter of seconds?
According to the wiki it has:
  • Max power draw 0.85.
  • Max oxygen time capacity 25:00.
Why not to give it more use opening more ways to interact and counteract the threat of ship destruction. The ship equipped with high-ranked life support could survive longer times even having relatively weak shields or hull.

The part of the suggestion is to change hull damage model.
  • Hull should not be a health indicator, but instead protection for internal modules.
  • In the same way shield is just protection for external modules and hull.
Which would effectively mean that e.g. lowering shield to 50% and reducing hull to 50% would lead to 50% of damage to be applied to the remaining hull and 25% of damage to be applied to modules (in case of hitting those).
The damage coefficient for the hull damage should be lowered the more it is damaged, so destroying hull to 0% should not be practical/possible at all. At the same time the lower it is, the more damage applied to internal modules. 0% hull would mean that the hull lost structural integrity (literally falling apart), which should be made impractical in most of the scenarios (due to the time needed).

In addition the probability of power plant to blow should be:
  • kept high for overcharged/monstered variants (combat builds)
  • lowered for default (as stable variant of PP safe enough for most of the damage cases)
  • even less for armored/double-braced variants (and/or for smaller PPs installed in larger slots)

What is all this for?

It should limit the ability of gankers to quickly destroy other players (gameplay). It should actually convert an attempt to destroy others gameplay to rich and entertaining game experience for the victim as well. So high class life support module would let victim to survive much longer than now.

Explorers returning back to habitable space or traders delivering cargo should feel relatively safe while being attacked at high security systems, so should plan the route accordingly. In low security or anarchy systems it would be still easy for pirates to steal as much as possible and even destroy the target (which would require to apply different tactics based on the target build to shorten time).

After being interdicted still may use life-support module to:
  • wait for police/ATR units to take care of attacker
  • meanwhile attempting to minimize damage by shutting down non-critical modules
  • lowering heat trace to hide from enemy radar (e.g. combined with visibility in asteroid fields)
  • just waiting an NPC attempting to rescue.

At the same time normal/role-playing pirate should be able to interact with damaged ship by:
  • damaging drives to reduce probability to escape (less risk to destroy ships while attempting to destroy drives)
  • enforce the target PP to be disabled to prevent the ability of police/ATR to be called
  • in addition to cargo hatch, hack ship data port to steal part of the data to sell copy on the black market (while original owner will still have ability to redeem first discovery/footfall and credits for not stolen part)
Pretty sure the changes like these would open the whole new range of abilities to be exploited in bad way and most probably FDev would never do anything like that in the Elite Dangerous, but I would still like to hear your opinion.
 
to make this effective, Police/ATR needs to be stronger than a meta FDL and inhibit all FSDs within 10 km radius.
It needs to definitely outnumber the attacker (wing) and maybe have multi-role ships - one large to block it and protect target and a couple of small ones (I think of these Vultures escorting wing-mission pirate).
 
in addition to cargo hatch, hack ship data port to steal part of the data to sell copy on the black market (while original owner will still have ability to redeem first discovery/footfall and credits for not stolen part)
Pirates being able to profit from someone out for months or years on end makes explorers even less likely to play in open.

Increased risk for the sake of it doesn't work.

Increasing the intensity of PvP by making its effects more viable for attackers is an even deeper betrayal for PvErs than the lack of Open PvE as a whole.
 
Pirates being able to profit from someone out for months or years on end makes explorers even less likely to play in open.

Increased risk for the sake of it doesn't work.
The crucial part here is to make shift from ganking to pirating and loosing part of exploration data instead of loosing all of it.
 
losing some is still worse than losing nothing. You are still a victim.
Attacking an explorer with clean reputation would make an attacker having wanted status. So finding a station with black market to sell (copy of) stolen data would probably require time. Given that explorer survived so they can recover quickly enough to visit closest station with Universal Cartographics service to sell data before the attacker. It may be an option for the victim to buy out stolen data from the black market or just loose a percent of the reward as the data was earlier illegally sold - something in between of the lines.
 
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Attacking an explorer with clean reputation would make an attacker having wanted status. So finding a station with black market to sell (copy of) stolen data would probably require time. Given that explorer survived so they can recover quickly enough to visit closest station with Universal Cartographics service to sell data before the attacker. It may be an option for the victim to buy out stolen data from black market or just loos a percent of the reward as the data was earlier illegally sold - something in between of the lines.
it's still to the detriment of the explorer. They'd be able to turn data in more safely in trusted PGs or Solo.

Also, it's still parasitic and a non-consensual interaction, no matter what 'reduced' damage you introduce. Its the damage that is the problem, not the damage's intensity.
 
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it's still to the detriment of the explorer. They'd be able to turn data in more safely in trusted PGs or Solo.

Also, it's still parasitic and a non-consensual interaction, no matter what 'reduced' damage you introduced. Its the damage that is the problem, not the damage's intensity.

To me it sounds like you relish in making non-combatants miserable.
I totally realize that this is not a full fix for the open-vs-solo problem. But if we take into account whole population of non-combat-oriented player base playing in Solo, maybe for some part of it this solution would be reasonable tradeoff to not avoid playing in Open entirely.

The ones who are not ready for any sort of compromise would just continue playing as they do.

Speaking of myself - the biggest annoyance in interaction with gankers is that there is no gameplay involved for the victim apart of very small window of opportunities involving high-wake. I would not flee of the problem if I saw any other options provided.

And as mentioned in the other thread - there could be more options (such as support roles) enabled by implementing this suggestion for the ones who don't enjoy pew-pew gameplay.
 
such interactions can be considered for those willing once an option for those wishing to have unrestricted open world interactions (PGs are not the solution) without pvp is given.

Otherwise, it will be a moot point, because from an optimization standpoint, as grindy as the game is, total avoidance of that detrimental factor is mandatory.
 
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