Suggestion to improve Anarchy systems to make them more...Anarchic

"Only those pilots that are worthy should be able to dock at our station"

Galnet : "The pirate faction <insert name here> have deployed a state of the art supercruise webbing device around the perimeter of <insert station name>, all incoming ships will be pulled out of supercruise at around 50km from the station, pilots making the trip to these stations should be prepared to make the last leg of the journey on regular thrusters, pirates and bounty hunters are using these areas to their advantage, be prepared!".

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I think it would be a great idea, if, perhaps in one of the Beta testing builds, we could try this out in one of the Anarchy systems.

Create an incentive to travel to the station (cheap narcotics or the like) and then see what sort of gameplay the 200km zone creates for players and npc ships.
 
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Yeah, I was bit disappointed when I saw how empty those anarchy systems were. In the old days you'd think twice before trying to make money at anarchy system. Not necessarily dangerous once you got anything better than pulse lasers but it used to be some half hour tight battle before you could dock into station there. And if you couldn't kill enemies fast enough, they would team up against you. New wave before you finished previous. But here you don't need to check what is the system status you're heading into, it's all the same. Only difference is that pirates don't seem like pirates in anarchy because wanted status is not shown.

There should be some systems that are infested with pirates and have several pirate bases, and none others. Systems where you don't see police forces as they have come to known it's not safe there.
 
Yes... So a L9 would take nigh on an hour to get there? Sounds super fun!

ok, lets make it 100km.

you wouldnt want to take a L9 into an anarchy zone though would you?

edit - actually 50km sounds a little better.
 
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A Cobra would still take ten or so minutes to do 50km!

then that is perfect.

that is ten minutes of travel through real anarchy space, evading/engaging gangs of pirates, or pirating yourself, what Elite should be all about.
 
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then that is perfect.

that is ten minutes of travel through real anarchy space, evading/engaging gangs of pirates, or pirating yourself, what Elite should be all about.

4πr2...

So with your 50km bubble around the station that would mean approaching half a million square kilometers of space... That's needle in haystack territory surely? ie: 3-4 CMDRs travelling to the station, with 3-4CMDRs (NPCs) trying to find/pirate them in that zone? How will they even find each other?
 
I like this idea!
50km sounds about right and so what to it taking 10+ mins? The sales transactions at the station could justify the time and risk investment. I also wouldn't mind players coming into system at Nav Points, which could be policed according to status. There could also be more than one Nav Point per star.
Interdictions need to increase. Some of them also need to be very long odds in terms of staying around to fight.
 
4πr2...

So with your 50km bubble around the station that would mean approaching half a million square kilometers of space... That's needle in haystack territory surely? ie: 3-4 CMDRs travelling to the station, with 3-4CMDRs (NPCs) trying to find/pirate them in that zone? How will they even find each other?



If the system appears in Galnet as having the web in place and the cheap commodity, it would attract pirates, traders and bounty hunters , both npc's and players, so would be a little busier than that.
 
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If the system appears in Galnet as having the web in place and the cheap commodity, it would attract pirates, traders and bounty hunters , both npc's and players, so would be a little busier than that.

OK, 50 players at any one time... That means each can have several thousand square miles of empty space around them on average. How will the pirates even find the players flying in over this "no mans land"?
 
I really like this idea. I was just about to write a post about how undangerous Elite D really is. Basically, combat against NPCs in any form in any system is purely optional at the moment. Every little once in a while you get interdicted by a shieldless sidewinder or shielded eagle. Very rarely something larger. Even if you get interdicted, if you choose not to fight you can almost always leg it.

You only find combat if you look for it in USS, at nav beacons, rings, warzones or resource sites. I think the problem lies in the instancing mechanic and supercruise basically being some sort of other dimension from realspace. If you would get interdicted constantly it would be really annoying because of the enter, exit, damage, interdiction mechanic, acceleration mechanic. On the other hand, you can't travel in real space because it would take years.

The other Elites didn't have that problem because it all happened in real space and interdiction out or torus drive (as it was called then) was instant and quick.

With this proposed idea it would be somewhat like in the old days. It would also make sense lorewise. Either with this interdiction web or you could make some sort of other explanation that restricts supercruise travel to an area of 50 km of inhabited space.

Realy like the idea, have some rep.
 
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OK, 50 players at any one time... That means each can have several thousand square miles of empty space around them on average. How will the pirates even find the players flying in over this "no mans land"?

Do you mean NPC or PC pirates?
 
OK, 50 players at any one time... That means each can have several thousand square miles of empty space around them on average. How will the pirates even find the players flying in over this "no mans land"?

USS ? I can use it to spot a couple of cargo canisters half a light year a way....... ;)
 
Do you mean NPC or PC pirates?

Either...

Or are you suggesting CMDRs flying to the station simply meet NPC pirates that randomly who just happen to be in the right area? How would that be any different to interdiction really?

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USS ? I can use it to spot a couple of cargo canisters half a light year a way....... ;)

I thought USS only appeared in SC?
 
I'm starting to think a lot of ED players are actually anti-fun based on the kinds of suggestions and ideas they post in these forums. There are lots of fun, engaging was to make anarchic systems more dangerous and more interesting. I mean just remove the no fire zone around stations if you want more piracy. Wanting to force players to cruise slowly towards a station for half an hour or more just for the chance something might happen? Good lord that is bad game design...
 
The Pirates (Npc or players) would go there to find people to pirate, so I would say naturally they would hang around a little nearer to the station, to try to catch incoming ships, they wouldnt be sitting on the edge of the perimeter, of course chases may lead ships back out into the zone.

Its like in the ocean, the seals follow the fish, the sharks follow the seals.

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I'm starting to think a lot of ED players are actually anti-fun based on the kinds of suggestions and ideas they post in these forums. There are lots of fun, engaging was to make anarchic systems more dangerous and more interesting. I mean just remove the no fire zone around stations if you want more piracy. Wanting to force players to cruise slowly towards a station for half an hour or more just for the chance something might happen? Good lord that is bad game design...



the idea of this is that it attracts ships whether player or npc's to create active areas, just like the original game.

The station offers a cheap commodity, up goes the web device, in come the traders, pirates and bounty hunters.

ps - 50km wont take half an hour and you shouldnt be heading to one of these designated dangerous areas in a slow hauler, unless you have escorts of course.
 
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The Pirates (Npc or players) would go there to find people to pirate, so I would say naturally they would hang around a little nearer to the station, to try to catch incoming ships, they wouldnt be sitting on the edge of the perimeter, of course chases may lead ships back out into the zone.

Its like in the ocean, the seals follow the fish, the sharks follow the seals.

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I see this as being way more fun than coming into an anarchy zone, flying to the station and docking without any danger whatsoever.

the idea of this is that it attracts ships whether player or npc's to create active areas, just like the original game.

The station offers a cheap commodity, up goes the web device, in come the traders, pirates and bounty hunters.

ps - 50km wont take half an hour and you shouldnt be heading to one of these designated dangerous areas in a slow hauler, unless you have escorts of course.

It wouldn't be more fun. It would be the opposite. Like I said, turning off no fire zones on some or all anarchistic stations would be a much better way to get what you want. Your idea would result in the following:

1) Long, boring cruises to the station every time you go there. Most of the time no one will attack you regardless, because space is big and empty.
2) You will be able see ships approaching from a long way away and can easily avoid them if you don't think you can beat them.
3) Most people will simply avoid such stations because there is no upside to it when adding on so much extra travel time.
 
I think that the dropout distance in general should be increased. What's wrong with 20 km? It worked fine.
Or even, remove safe disengage and just give us a bit more granular control of supercruise at low speeds.
If all the ''Ermagerd I am waste 25,6 seconds on game'' people get angry, we can just provide a small increase to speed and acceleration in supercruise to even out the difference.
 
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