Ima jump into here again for just one post:
I think it is pointless to discuss the reasoning behind the groups (I myself find it 'okay' that you can switch between single, group and multiplayer) and that every mode impacts the background sim and powerplay (this however, is complete nonesense in my opinion, it destroys every kind of strategical play and mass control).
As a conclusion I would rather suggest to discuss balancing between the modes as solo and group modes being clearly the 'right' aka 'best' way to play ED assuming progress is what you want (which is the common goal in ED -> credits -> bigger ships ->more credits -> more ships -> more possibilities).
An open PvE mode would further destroy the "dangerous" behind the "Elite:" tag. The galaxy is, by far, not dangerous.
That said, I think we all can agree that solo is the beginner mode, co-op/group the beginner mode for friends (and a good way to teach a friend the game) and open being the normal mode. Playing a multiplayer game how it should be.
So, what do you guys think about player rewards? The easiest example would be to increase the reward for killing a player, let's say the bounty fines are icnreased by 5. A palyer would easily get a high bounty. Ofcourse we need to adress stuff like "Hey, yo! Let's undermine and after tha twe kill eachother in a sidey to get credits!". Only getting the insurance costs of that palyer's ship as a reward would be a start. So a sidey can easily pass by with 10 million cr. bounty but he will only lose 10.000 creidts if killed by an NPC or player.
Take this idea and change it as you please and in the end it is just an example, not the ultimate solution to everything.
Now, to conclude: Let's talk about mode-balancing rather than the never ending discussion about choices already being made by FD (seperate saves, etc.). While I am not happy with FD's decisions, I can partly agree with some of them.
EDIT: Sorry for typos (if they are any, which is quite likely

) ... I was tired when writing this.
