Combat Bonds should scale with Ranking of pilot killed

If they scaled the NPC's properly, I would agree with this. It really doesn't take any longer to kill, or have more professional play style, between an Elite <xxx> over a Novice <xxx>. Currently, this is not the case. Shields down, smoke the powerplant. Done. Rinse then repeat.
 
Aye - I just figured since we're discussing making CZs more worthwhile, I'd propose an alternate solution. Instead of (or alongside of) tinkering with numbers, there needs to be more substance.

FD mentioned the possibility of FPS boarding combat at some point so there'd still be a ton of work involved in creating more classes of capital/subcapital ships, and I wouldn't expect to see anything like that for a while.

Gosh darn it - stop hijacking my thread! ;-)

DJAMILA said:
Actually I would scale the combat bond value by ship type AND combat rank of the killed target.

They are currently already scaled by ship type, which is why I suggested variations according to rank as well. Basically, we're saying the same thing.
 
At the risk of repeating myself, surely the faction rank is far more important than the combat rank? If combat is between opposing factions, then the higher the faction rank of the opponent, the higher value a target they are for those paying you, so you should get more money. Another thing which could be taken into account is the opponent's kill stats in the current CZ. That might tie into combat rating, but it's not wholly linked. Someone who has taken out 50 of your side's ships should probably be a higher-value target than someone who has bumbled their way around and managed to ram one badly-damaged ship into oblivion, regardless of the combat ranking.
 
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At the risk of repeating myself, surely the faction rank is far more important than the combat rank? If combat is between opposing factions, then the higher the faction rank of the opponent, the higher value a target they are for those paying you, so you should get more money. Another thing which could be taken into account is the opponent's kill stats in the current CZ. That might tie into combat rating, but it's not wholly linked. Someone who has taken out 50 of your side's ships should probably be a higher-value target than someone who has bumbled their way around and managed to ram one badly-damaged ship into oblivion, regardless of the combat ranking.

Sure. Why not?

Just remember, mercenaries don't need to have any rank.
 
Combat zones should be made more exciting instead. Right now they're RES sites without asteroids and with lower pay per kill. One way to do this would be to considerably expand the scale of the fights by designing and introducing a few new subcapital classes for NPCs (frigates, etc) to be mobile and enrich the fights. Allow (or encourage) them to take place around stations and in asteroid fields. What's so special about a particular bit of empty space that there's a high intensity combat zone there?

The space battles should be occurring in strategically important locations. Space stations, rich asteroid fields, space elevators/skyhooks, shipyards (fighting amongst the ribs of an unfinished, half-alive Farragut? (and seriously, shipyards!)), orbital refineries...

I also hope to eventually see capital-sized civilian bulk freighters. Just more stuff. And I still think the demand for this could be met by contracting with content developers in the community.
Yes to all of this.
 
i do agree in essence with this. Was chatting to a mate as we were playing that there should be the baseline values we currently have that scale with rank, Im expert so if i kill an expert that is x amount, less if i kill a novice, more if i kill an elite. To me that seems fair. Aren't bounties subject to your rank and opponent rank?

tbh i dont mind earning less than in an RES because conflict zones are 10x the fun and making billions of cr isnt the reason i play this game.
 
At the risk of repeating myself, surely the faction rank is far more important than the combat rank? If combat is between opposing factions, then the higher the faction rank of the opponent, the higher value a target they are for those paying you, so you should get more money.

I hadn't considered this initially as it's something that you cannot readily see on your targets, but I don't disagree with you. I was coming at it from the point of view that we are guns for hire (even with military rank we can participate in either side of the conflict we want), and as mercenaries contributing efforts toward the outcome of a conflict the most valuable contribution would be killing the opponents with the highest PF Ranking (who are likely to cause the most damage in the conflict). In theory, they also require the greater skill to kill as well.
 
even with military rank we can participate in either side of the conflict we want
Choosing a side in a war should be major, life-changing decision, one that should have strong consequences. Those consequences should be very difficult to revoke or roll back. A mercenary should be regarded with suspicion throughout the galaxy - one who switches sides with outright hostility. It might be quite fair, for example, for a faction to occasionally do the dirty on a player known for chasing Credits over loyalty, turning hostile once they have accrued lots of combat bonds, just to avoid having to pay them...
 
The person offering the combat bonds is offering them on the basis of quantity of ships killed, not quality of whoever happens to be flying them.
Can't see any valid reasoning for the quality argument.

What about the number of current CZ kills attributed to the target? Surely they would want to pay more for a confirmed ace that is causing them direct damage? Someone who is Elite (because they AFK bond farmed with hacks and turrets for hours when that was still profitable) but who hasn't hit a single target in your current conflict, is probably less of a nuisance than someone who is wreaking havoc on your compadres, even if they are merely listed as Competent.
 
The person offering the combat bonds is offering them on the basis of quantity of ships killed, not quality of whoever happens to be flying them.
Can't see any valid reasoning for the quality argument.

I believe we all agree on how the system currently works, and the point is that we want it to change. If I kill a Novice in an Anaconda I should not get paid the same amount as when I kill an Elite. The Elite will cause more losses to the fleet belonging to the faction that we are hired by and is more difficult for the fleet to handle, and therefore it should be worth more to them.

You're thinking within the current limit set by the game. I'm thinking the Pilots Federation members should re-negotiate the contract.
 
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Conversely, higher-ranked pilots should probably get higher payouts for their kills. They must be regarded as valuable resources by their side, and as such, keeping them happy is a good idea.
 
How in the heck do you make money in combat zones? I kill a bunch of ships and all I get is a bill to reload my ammo post haste.
 
I'm all for higher rewards as long as there is some higher risk. Right now combat zones are very much fish in a barrel regardless of the pilot's rank or ship. Having ships work as wings would be a good start so you can't just go from one ship to the next without coming under some focused fire.

I'm hoping that 1.3 will give us ships with more teeth and ability.
 
I only spent about 30 minutes in a conflict zone when I saw that you get about 5 times as many cr€dits in a RES.
a sidewinder every 5 minutes RES maybe. A 50-250k target spawning every 1-2 minutes certainly does a lot better than conflict zones, and they're considerably easier to kill.
 
You arent in the same zones as me. Ive always got people trying to flank me if im attacking someone. not necessarily wings either. Ill be taking down an asp and other things will fire at me. Ive taken to pretending im in a wing with a friendly anaconda (hereby named broconda) and picking targets off. If i get too much unwanted attention broconda distracts them with his many many guns while i regroup, figure out which of thse red blobs is fighting me and hit back hard.

Im no great dogfighter but i find these a challenge in my vuture, mind you its not fully how i want it yet.
 
How in the heck do you make money in combat zones? I kill a bunch of ships and all I get is a bill to reload my ammo post haste.

Prior to engaging any ships you need to use the right panel, and in the right-most menu you will see 'Function' and the ability to choose a side. After you choose a side, start killing stuff. Return to dock, go to Contacts -> Combat Bonds and turn those bad boys in!
 
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