When you murder someone you get roughly 6500-7000 credit bounty (murder bounty + initial assault bounty).
This might work for NPC's to prevent players from just mindlessly killing innocent (read: Clean) NPC's but rather attempt to actually steal their cargo.
When it comes to innocent (again, read: Clean) players the murder bounty needs to be increased significantly.
The murder of a player within controlled space (read: not anarchy) where the player is innocent and has a clean status should be increased to 100.000 Credits, if not more.
Why?
Because the current 6000 credit murder bounty is a joke. I make 6000 credits back from a single NPC bounty. It's not a dent, not even a scratch, to the credit balance. Anyone who has the cash for a Viper or Cobra can make 6000 credits in less than 5 minutes of playing.
The penalty for murdering players is simply too low and insignificant.
What happens now is that people don't care about the low murder bounty so they proceed to murder and grief players who are just trying to make a buck in their haulers. We've seen numerous threads about players who want to play in Open Play, who don't mind being pirated now and again, but instead get murdered for no reason.
What is the result?
All these players simply start playing Solo mode instead. Is that what we want? To drive all the traders, explorers and non-pirate players into Solo mode?
If that truly is your agenda then I call you a griefer and I will stand firmly by that statement nomatter what obnoxious Jason Bateman roleplaying story you try to feed me.
The consequences for player killing need to be significantly higher.
Here are some ideas:
- Increase bounty for murder to 100.000 credit flat rate. This may work, but we all know that in 6 months from now 100.000 credits is nothing for most players since you stockpile credits easy in this game.
- Step up the bounty per consecutive murder by a factor of 5. First murder is 6000 credits, second murder is 5 x 6000 credits = 30.000 credits. Third murder is 5 x 30.000 credits = 150.000 credits. And it just keeps adding up. Clearing bounty should not clear the amount of kills. Another 'redeeming citizen' system would need to be implemented to clear the amount of murders done to remove the factor of 5 bounty increase.
- Bounty for murdering a player is based on your total assets. 10% (other numbers can be used of course) of your asset value = bounty for murdering someone. So if you show up in a high rate Cobra worth 3 million credits and your credit balance is 7 million, that's 10.000.000 credit assets, where 10% would be 100.000 credit bounty for committing a murder. If your credit assets is 100.000.000 credits then your bounty becomes 1.000.000 credits per murder. By basing the murder bounty on the offending players credit balance you ensure that even rich players will be appropriately penalized for murder and won't get away with a simple 6000 credit inconvenience.
For clarification, these increased bounties only apply when attacking players. The current 6000 murder bounty for killing NPC's would remain as it is today. Point being, we do attack and fight NPC's more often than players, and a lot of the missions (e.g. the navy rank up missions and the massacre missions) require you to kill Clean NPC's. A high penalty for murder bounty on NPC's would directly conflict with the reward from these missions and they would all need to be revamped.
So discussion time ....
Do bounty for killing players need to be raised or are we happy with the current insignificant 6000 credit 'inconvenience' for murdering Clean players?
This might work for NPC's to prevent players from just mindlessly killing innocent (read: Clean) NPC's but rather attempt to actually steal their cargo.
When it comes to innocent (again, read: Clean) players the murder bounty needs to be increased significantly.
The murder of a player within controlled space (read: not anarchy) where the player is innocent and has a clean status should be increased to 100.000 Credits, if not more.
Why?
Because the current 6000 credit murder bounty is a joke. I make 6000 credits back from a single NPC bounty. It's not a dent, not even a scratch, to the credit balance. Anyone who has the cash for a Viper or Cobra can make 6000 credits in less than 5 minutes of playing.
The penalty for murdering players is simply too low and insignificant.
What happens now is that people don't care about the low murder bounty so they proceed to murder and grief players who are just trying to make a buck in their haulers. We've seen numerous threads about players who want to play in Open Play, who don't mind being pirated now and again, but instead get murdered for no reason.
What is the result?
All these players simply start playing Solo mode instead. Is that what we want? To drive all the traders, explorers and non-pirate players into Solo mode?
If that truly is your agenda then I call you a griefer and I will stand firmly by that statement nomatter what obnoxious Jason Bateman roleplaying story you try to feed me.
The consequences for player killing need to be significantly higher.
Here are some ideas:
- Increase bounty for murder to 100.000 credit flat rate. This may work, but we all know that in 6 months from now 100.000 credits is nothing for most players since you stockpile credits easy in this game.
- Step up the bounty per consecutive murder by a factor of 5. First murder is 6000 credits, second murder is 5 x 6000 credits = 30.000 credits. Third murder is 5 x 30.000 credits = 150.000 credits. And it just keeps adding up. Clearing bounty should not clear the amount of kills. Another 'redeeming citizen' system would need to be implemented to clear the amount of murders done to remove the factor of 5 bounty increase.
- Bounty for murdering a player is based on your total assets. 10% (other numbers can be used of course) of your asset value = bounty for murdering someone. So if you show up in a high rate Cobra worth 3 million credits and your credit balance is 7 million, that's 10.000.000 credit assets, where 10% would be 100.000 credit bounty for committing a murder. If your credit assets is 100.000.000 credits then your bounty becomes 1.000.000 credits per murder. By basing the murder bounty on the offending players credit balance you ensure that even rich players will be appropriately penalized for murder and won't get away with a simple 6000 credit inconvenience.
For clarification, these increased bounties only apply when attacking players. The current 6000 murder bounty for killing NPC's would remain as it is today. Point being, we do attack and fight NPC's more often than players, and a lot of the missions (e.g. the navy rank up missions and the massacre missions) require you to kill Clean NPC's. A high penalty for murder bounty on NPC's would directly conflict with the reward from these missions and they would all need to be revamped.
So discussion time ....
Do bounty for killing players need to be raised or are we happy with the current insignificant 6000 credit 'inconvenience' for murdering Clean players?