Third time in a post: this isn't about just improving PvP.
This is about improving open more specifically, and the stance on that is "all game modes are equal" - which while that may be the intention is not actually true; Open is quite disadvantaged.
If an equal number of players take part in Open and PG/Solo, the Open players will face more opposition - and opposition that means something. While this is fundamentally enjoyable, it means that Open players have a decreased effect on the objective they are working on than PG players. It also means that players interested in the objective consequently shift to PG to get the work done more effectively, which was seen in PP.
This is why I discussed equal Open/PG objectives, which while concurrent are independent in terms of affecting each other.
Oh, I get that. But the
only opposition in Open players face is the
potential that someone might try to shoot at them, with a heavy emphasis on
potential.
Everything else is the same.
If I use my Type-7 Blockade Runner,
Careful! There's a Deposit on It!, to buy the entire supply of a very profitable commodity at a station near a CG, the effects of my actions are felt across all modes and platforms. And yet, it doesn't matter what mode I do this in.
Even in Open, unless another player wanting that commodity just happens to:
- be in the system for the five minute window between my arrival in system, and when I jump out
- also play on the PC
- there is good enough latency between the two of us that the matchmaking server is willing to put us in the same instance
They will
never know that I,
Baroness Inga Stevenson, was the one that bought all Superconductors! All they'll know is that
someone beat them to it.
The
only activity that needs to be in Open, PvP wise, is combat.
Everything else is indirect enough, that getting placed in the same instance really doesn't matter in the grand scheme of things. And
personally, unless someone faces
actual opposition in the way of other players, I don't think they deserve a single thing for flying in Open. You shouldn't get an "I participated" reward for flying in Open. You should only get it if you
actually face a hostile Commander.
I have played a lot of games similar to Elite Dangerous, that attempted to include PvP in what is inherently a PvE game. Some of these included objectives that needed to be defended, similar to what you're discussing now. Your idea
might work for CGs, because it would only have
one bottleneck, where players can meet.
In the case of Powerplay, we're talking about the existence scores of individual objectives. ALD, for example, has 20 systems under her banner.
Each of those systems needs to have its own objective. Do you think any organized group is going send equal numbers "roles" to each system? Of course not. Everyone is going send out scouts, and then send their people to locations where the opposition
isn't. Any direct opposition of players will likely to be
unintentional for both parties involved.
I shudder to think how that'll work in regards to the BGS, which is four dimensional chess to Powerplay's checkers.
There is a
reason why PvP focused games tend to focus on short matches, played on carefully designed maps that bottleneck players at choke points. Players have more
fun that way. Nothing in Elite: Dangerous, besides CQC, is designed with those ethos in mind. And we all know how popular CQC is with the general audience of this game.