I wrote this in another thread. What do you guys think?
There needs to be a real penalty for murdering other players. I propose that instead of the 5000CR bounty the killing player gets for each murder, their bounty should be 1% of the cost of the ship they just destroyed. If a pirate murders a trader in a Type-9, that means that the pirate would get a (roughly) 790.000 bounty on their head for just that kill.
Obviously, this would be instantly exploited however; A pirate could just go around and kill Type-# ships and rack up a multi-million bounty in a matter of hours - and then have a friend kill them and split the entire reward. The counter for this would be that the bounty payout one receives for killing a player pirate depends on what ship the pirate is flying, lets say, 10 percent of the pirates ships cost.
For instance:
Pirate kills trader. Traders ship was worth 100m CR. Pirate therefore gets a 1m CR bounty. Pirates ship is worth 1 million CR: BH kills the pirate. Since the pirates ship is worth 1 million CR, and the bounty payout is 10% of that ships value, the payout would therefore be 100k CR. The pirate now has a 900k bounty. Days later, the pirates is flying a ship worth 200k CR: Another BH kills the pirate and based on the cost of the pirates ship, the BH receives 20k CR. The Pirates bounty is now 880k CR. And this keeps going until the entire bounty is off the pirates head. A pirate in a Sidewinder does not give a bounty payout. Otherwise a person with a bounty would just constantly hop into free Sidewinders and sit outside to die until the bounty is paid.
This means that a pirate can not exploit his or her own bounty by having a friend repeatedly killing them, because they would lose money every time.
Math is not my strong side though, maybe the bounty payout needs to be less then the insurance cost for this be un-exploitedable, but you get the idea.
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And now for fixing all the professions in relation to each other:
To fix the pirating profession FD needs to fix all the professions. There is currently hardly any Risk Vs Reward (RVR) for any of the professions - including pirates. The Fun Vs Reward (FVR) however is fairly accurate (except for explorers). I suggest following changes to the game.
First we must take the populated space and sort it in categories depending on security. These zones should be
Safe (high security)
Unsafe (low Security) and
Lawless (no Security). Imagine an onion cut in half; the core of the onion are the Safe systems. These are the core systems of each faction. These systems are surrounded by a layer (middle layers of the onion) of Unsafe systems belonging to the factions. These are the systems bordering another factions Unsafe systems. Enveloping both the Safe and Unsafe systems are Lawless systems (the outer layer of the onion).
Now we can define what each security status provides and don't provide.
Safe Systems:
A) Boasting the fastest and strongest police responses, pilots are more safer here than anywhere else. The consequence of this however is that the presence of NPC Pirates are lower, making NPC-bounty hunting not as viable. Player Pirates will have a hard time making a successful pirating career in these systems as well because of how fast and hard law enforcements responds, benefiting traders.
B) These systems features stations ranging from the smallest outposts to the largest stations and populations in the hundreds of millions or billions. Most stations/economies are High Tech and Industrial, Tourism and some Agricultural. Trading man-made goods between Safe Systems nets you only a small margin of profit.
C) You can find all faction-legal commodities in these systems, and they sell all types of ships and modules. Since these systems have a large infrastructure in place already they can (and have) enforced the strict laws of their faction, making the black market a rather big presence here. These systems demand metal and minerals from Unsafe systems, and supply man-made goods to Unsafe systems.
D) Because these systems have been colonized for so long their asteroid belts have been mined out of their most precious minerals and metals long ago. The result is they have a high demand on all types of metals except for the most common and cheapest ones.
Unsafe Systems
A) Mediocre to low strength and speed of response by law enforcements due to being outlying systems. NPC pirates are running fairly wild here making NPC-bounty hunting a good way for combat-oriented players to make money. Player Pirates can do their thing here without being too worried about NPC Police. Because of this, traders are vulnerable.
B) These systems features smaller to medium outposts and stations. Most stations/economies are Extraction, Refinery, Terraforming and some Agricultural. Trading minerals and metals between Unsafe Systems net you only a small margin of profit. These stations only sell some of the ships; mostly the lower rated ones (Asp and below maybe?)
C) Man-made commodities are more scarce than in Safe Systems, but they sell all the different types of metals and minerals. These systems demand man-made commodities and supply metals and minerals. Because of the small presence of law enforcement, all laws are not followed and as a result, not all commodities that are illegal in Safe systems are illegal in Unsafe systems, which gives the black market a smaller presence (and gives smugglers somethings to transport to Safe Systems).
D) These systems have not been exploited as much as Safe systems. They have a lot of good resources in their asteroids (meaning many good RES-points for NPC-bounty hunting). NPC pirates prowl these belts looking for miners.
Lawless systems
These are basicly the unexplored/unpopulated systems. They should mostly have enviromental dangers I guess? I've never explored so maybe an explorer should come up with an idea.
What this creates is a clear supply/demand between Safe and Unsafe systems.
1) Traders: To make the most money, they need to trade between the resource rich Unsafe systems and the well developed Safe systems. Traders can stay in Safe Systems if they want and trade between the stations there, but the profit margins will be a lot lower since all stations demands and supplies similar things.
2) Bounty hunters need to venture out to Unsafe systems to make the most money bounty hunting NPC Pirates. They also work as a deterrence to player pirates looking for traders to raid. Bounty hunters can also stay in Safe systems if they want, but the lower spawn count there means that they won't make as much money.
3) Pirates will have to try and catch traders in Unsafe systems, since they will have a much harder time in Safe systems to do so (unless they are in a wing). They need to be careful however that player bounty hunters won't come for the assistance of the trader. Since Unsafe systems only sell mostly lower rated ships, Pirates need to manage their bounty and thus, try not to kill other traders (if they want to be able to access high quality weapons and ships that is). Pirates will be in a disadvantage towards bounty hunters since bounty hunters can buy bigger ships in Safe systems. Since there is a clear supply/demand pirates should not have a hard time finding targets (both other players but also NPC traders).
4) Smugglers can find all the illegal things in Unsafe systems and sell them in Safe systems. Because the strong law enforcement presence in Safe systems however, they need to be careful.
Risk Vs Reward and Fun Vs Reward
- Trading and mining are the most boring (or peaceful, depending on how you look at it) professions and should be highly profitable since the fun factor is fairly low. Since they need to go to Unsafe systems regularly they are more prone to be attacked by other player and NPC pirates.
- Exploration and smuggling should be the next most profitable professions. Exploration because you're basically playing Solo Mode in Open Play (again, fun vs reward factor) and Smuggling because risk vs reward factor.
- Pirating and Bounty hunting should be equally profiting. These are considered the most fun aspect of the game I'd dare say and thus should have the lowest income (but not as low as today). Pirates will have plenty of targets since most defenseless players (miners and traders) will buy/sell and mine in Unsafe systems to take back to Safe systems. Bounty hunters will have plenty of both player pirates and NPC pirates to hunt.
The map could be divided something like this:
View attachment 50989