I ' m so fucking incredibly oblivious I would still have doubts that , even if anyone did tell me they were ineerested in me , I still wouldn ' t get it . <| sep |> We need a new WR , there are plenty of good WRs at the top of this draft <| sep |> 0 0 Hilbully <| sep |> Damn , I wish I read this sooner ! <| sep |> I ' ve crashed a couple CGs but otherwise don ' t PvP in Elite . I don ' t have the social inclination to join groups , and as a lone wolf PvP is more waiting and frustration than fun . Before I consider your specific ideas , I ' d like to describe the features I feel are important to PvP . There are two main parts to PvP objectives and control . Objectives are mutually exclusive outcomes to determine a winner and loser , and control is battleground of decision making and skill . Unfortunately for PvPers , so much about Elite is stacked against them . Objectives are typically inclusive everyone wins in a CG . Also , Elite is fundamentally a game about influence not control . Notice that rewards are not a critical element of PvP . Winning is it ' s own reward . In game rewards are more important to define an ecosystem player population that supports player interaction . If PvP needs more traders , make trading more profitable . Of course , if PvP economy isn ' t sustainable that ' s a problem , but it doesn ' t have to be a competitive money maker to gain participation . With that understanding , it ' s easier to categorize the complaints PvP players have with Elite . Combat logging circumvents player control and avoids the determination of a winner . Solo activities and instancing are outside of player control . Power play or community goal objectives are not mutually exclusive fortification and undermining can both be successful . Ever since missions surpassed rare trading for progression , the ecosystem necessary for PvP piracy disappeared . I think the player dynamic you describe is a good example , but the details are not the most important . The dynamic being , some CMDRs ' objective is to make deliveries , some CMDRs ' objective is to destroy traders , some CMDRs ' objective is to destroy wanted CMDRs . The objectives are mutually exclusive and CMDRs are in control of the outcome . The rewards can be balanced to attract enough CMDRs to each role in open of course . Free rebuys for the security role is nice but not necessarily critical . I might prefer some sort of asymmetrical engagement advantage to compensate for the difficulty of having combat oriented prey , rather than the reduction of risk . Maybe NPC support , or the ability for multiple security players to quickly respond to distressed traders . The concept of being allied with a local faction or registering as a power or super power security force is also fine . It ' s probably more important as a rewards framework for creating a healthy ecosystem of player roles . The roleplay is a nice touch but I don ' t think it makes player interaction substantially more satisfying . At the end of the day , too much of Elite ' s core design is incompatible with what matters most to PvP . P 2 P , solo mode , lack of social tools , no group ownership , obscured political economic simulation . The list goes on . Elite can and should get better , but I just don ' t see it ever being a truly satisfying experience for PvP . Eventually another space MMO will come along with a stronger competitive pulse , and I expect many player groups to leave Elite for good .