Re-balancing BGS for Open, Private and Solo
For a long time in Elite Dangerous there has been a problem with the BGS system; BGS Griefing. Player groups that have built Factions are unable to defend themselves in any meaningful way from others using Private and Solo modes to attack and destroy the Factions. Griefers can attack Player Factions with zero resistance by hiding in SoloandPrivate mode. This allows relatively small groups using 3rd party tools to coordinate efforts to bring down large and otherwise powerful Player Factions without the victims even knowing who is attacking them. This is in effect BGS-PvP, but without any ability to defend yourself from the attack, or even being able to identify who is attacking you. Clearly this is not what was intended. This is Player vs. Player BGS interaction that is 100% one sided, with the victims not having any legitimate way to resist, as their attackers don't even play in the same mode and therefore do not take on any risk.
Playing in Open brings along with it risks. But Open players are given zero rewards for taking that risk. In fact, Open players are actively punished for playing the game by mechanics like this. To remedy the issue of a broken BGS system that allows for completely one sided BGS-PvP, a good response is to add a 10% influence bonus to any BGS work done in Open. This will give the attackers a legitimate opportunity to defend themselves from stealth attacks from Solo/Private, where said attackers have zero chance of being interfered with or stopped. It also will encourage the attackers to be brave and risk having to face the Players that they are actively attacking and who's BGS they are attempting to destroy. Adding an Influence Bonus will add risk/reward balance, encourage Player Interaction between groups, and thus it has the potential to bring in more long term players to Elite Dangerous.
CMDR Captain Kitty
160 SOAR Squadron Leader
160 SOAR Squadron Wing Leader