The Solo CMDR's each earn 1000 Credits, totalling 4000 Credits toward the Community Goal.
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The Open CMDR's each earn 250 Credits, totalling 1000 Credits toward the Community Goal.
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Solo CMDR's win the Community event. Not because they were better players. Not because the coordinated better. Because they got 4x the earning potential over Open. That was 4x in my completely hypothetical example. The truth, as tested by player groups like the Dukes, have shown that earning potential is more like 6 to 8 times higher in Solo.
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So, we "all have the same choices", right? If I want to win the Community Event, that will flip ownership of the background simulation, which can't be different between Solo and Open, then my choice is "play in open and lose, or play in solo and maybe win". That is not CHOICE. That is like flipping a coin to decide an outcome, and me saying, "I call, you choose: Heads I win, Tails you lose!".
OK so now I understand your concern.
Firstly, do you have any links or sources with actual data rather than a made up example? Judging by the subsequent replies some people are disputing whether it's really true that a wing in open mode has less combat earning potential than a solo player. I'm not saying you're incorrect, I would just like to see whether there is any proper data on top of the anecdotal statements on both sides.
Secondly, I'm not sure I buy one part of your argument about being in a wing. I would assume that all members of the wing would join the community goal, so if they all destroy the same number of enemies together, they would have achieved the same as a single solo player. OK that's still a potential issue, but I don't see they you're bringing the split of bounties across the wing into it.
Thirdly, I'm still not sure I would look to implementing obvious and transparent differences in bounties or instant rewards between solo and open to re-balance this situation, especially given that even players in open play may not be instanced with anybody else (either by purposeful intervention or by living at the top of a mountain), which is one point you didn't directly address.
Rather, I would first challenge whether the way the community goals were put together is maybe not correct. If having the community goal based solely on total value of combat bounties leads to this kind of unfair situation (assuming that's correct based on the data obtainable), maybe the rules of the community goal need to be changed to minimize the perceived unfairness of this to use different criteria, or a combination of criteria.
I would then challenge how the respawn system is working for the NPC players. All other things being equal, you could state that in a combat zone, which I assume is where this is happening, NPC ships should respawn as fast as they are being destroyed, and that therefore there should be enough ships for all players in the instance.
I might also challenge whether community goals are the right method to decide the controlling faction of a star system - this seems to me somewhat in conflict with the overall background simulation in that it overrides the normal way this is supposed to work. I do have a suspicion that Powerplay will actually be something to do with this whole area, so I guess we will see what happens with that.
That all assumes that the goal is to have equal fairness between wings of players and single players. You could argue also that in the real world, why would it be that if four of you turn up in a particular place at a particular time, there would magically be 4 times more targets to kill. I could argue that if you choose to travel in a wing, with the additional security that this gives, you shouldn't necessarily expect 4 times more targets to shoot at. You might assume that with your mutual protection you have more chance of surviving the battle and therefore more time in the combat zone.
This also leaves aside the fact that you I suspect that none of us have access to all the data of everyone who participated in any event, so you will never really know whether it was the fact that you were in open or solo that made any material difference to the outcome.
I'm not yet convinced that there needs to be a radical difference between how open and solo are behaving, but it seems that some balancing might be needed. It might well be achievable without making an obvious distinction between play modes.
I also seem to remember FD making statements in the past that they were not that interested in players being able to make major changes in the politics politics of the galaxy, and they didn't see that as a major part of the game, so to me it seems that they are rethinking some aspects based on the evolving game.