Your suggestion is only marginally different from bounties (except those required a criminal component) if the vouchers are worth a damn, theyd be exploited like bounties were before the cap was imposed. If the vouchers arent worth a damn, then ofc theyre worthless.
This is what youre doing. Trying some armchair psychology to infer a superior understanding of two gamestyles you dont understand. Namely Powerplay and PvP. What makes you think you can intuit what makes these things tick and how they interact better than all the veteran players who actually do them, and have gained their understanding from experience. Not just their own, but the group experience shared and grown within the playergroups, who have done these things every day, for years.
Your proposal which gives an incentive to PewPew is utterly flawed in ways that has already been tried, and failed. It is also extremely simplistic, with only tactical basis and minimal strategy. Powerplay in Open gives both tactics and strategy evolving together and inextricably linked. That is the appeal. It falls down at present because the modes opt-out means evolution ends after the first encounter of difficulty. No thought or coordination required, just click Solo/PG and the driving force behind development, the need to think & adapt, evaporates.
This suggestion requires a CG level of concentration of players, (ie. a large concentration of the playerbase focussed on one objective) or for smugglers to wait for interceptors to come on-line. It is artificial, far more so than playergroups in a war deciding between themselves to 'play nice' and not utilise the most effectice options to succeed. Which is why we want 5C curbed and mode opt-outs removed, in the first place. Your proposal is not a substitute for the organic evolving conflict OOPP provides.
D'uh, I understand PvP and PP pretty ok. Long time player here, and a one time member of a large scale PvP group. You got the wrong guy. You are throwing around a fair bit of backyard psychology there too Commander. If O-PP was so great, why isn't it a PvP staple now? They took away notoriety for killing opposing pledges Commanders. They made PP Bounties persitant, and only available to pledged opponents. Why hasn't it eveolded into the PvP center of the galaxy? Because the OO-PP has been latched onto as a spearhead for mandatory PvP. And it doesn't offer up soft targets as it is. If PP offered such a perfect PvP backdrop, why has it been left to rot, when the PvP community could have stood up, got involved and shown FD they're interested. They didn't. But they still call for the OO-PP to save the day. Hooray for soft targets.
You could exploit PvP Vouchers about the same as you could exploit Combat Vouchers. When a player goes boom, they get one voucher, the winner gets 3. Done. There is still all of the other considerations. Like; Re-buys, Bounties, and Notoriety. The only thing extra would be the PvP Vouchers. In order to trade them players would have to deal with rebuys, bounties, and notoriety. If peeps find it necessary to pop each others Sideys, then let them go at it. No one should get rich, or powerful over it. We could make it so that PvP Vouchers couldn't be turned in for PP rewards unless the engagement was between opposing Powers. Otherwise, it could only be used for BGS influence and credits.
Or, suggest a method to eliminate the exploit. Making anything OO isn't going to stop scammers finding a way to game the game. You'd end up with those router control guys flying in open, without being instanced with anyone. So if you want to trash an idea because of exploits OO just took one to the face.
P.S. Make the weight of the vouchers, their value in monies/influence scale like the murder penalty does. Based on the relative value of the ships involved. Pop a Sidey with a Mamba, you get a little money/influence. Pop a 'Conda with a Viper you gets mad loots.