The primary reason I don't play in Open is because the penalty for murder is placed on the victim, not the murderer.Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
The primary reason I don't play in Open is because the penalty for murder is placed on the victim, not the murderer.
What's the penalty for murder these days? A 9,000 credit bounty? That's not a lot of money, and murderers may not care about the bounty anyway. I lost my Cobra, and that costs me 500,000 credits to get back. That's over 50 times more than their bounty! What if it was my Python? That would cost me 8,000,000 credits to get back. That's almost 900 times their bounty! See what I'm saying here? The crime and punishment system punishes the wrong side.
The additional penalties you mention don't do anything to change the fact that the victim is punished for being a victim in the form of their rebuy cost. In order to get me and people like me into Open there's going to have to be a dramatic shift in punishment.
My idea is to shift the cost of the rebuy from the victim to the criminal. If a Clean pilot is murdered they get their ship back for free. The Pilot's Federation places a non-expiring fine/bounty on the murderer in the amount of some percentage of the rebuy cost of the ship(s) they destroy that must be paid upon the destruction of their own ship. The Pilot's Federation gets their money just as they always have (although in a slightly delayed fashion), and more importantly the victim isn't penalized for being a victim.
Hello Commander Mr_Blastman!
This idea is more focused on addressing the "random killer" issue that is a part of the PVP vs PVE debate.
So I think it's safe to assume that we want to allow piracy without killing the trader (we already have hatchbreaker limpets and module damage to drives and cargo hatch, but we'll continue to look at other ways to enable piracy without murder).
Hello Commander nrage!
No ETA or guarantees but:
Hopefully at some point we will get interstellar bounties back!
We are also looking at making system security more important in terms of ship population breakdown, especially in super cruise (the goal to make the extremes of the scale well, more extreme). This could also include response times.
Sandro Sammarco;3483597[B said:][/B]
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
Hello Commander nrage!
No ETA or guarantees but:
Hopefully at some point we will get interstellar bounties back!
We are also looking at making system security more important in terms of ship population breakdown, especially in super cruise (the goal to make the extremes of the scale well, more extreme). This could also include response times.
You have to keep the threat of murder when pirating or the trader will be less likely to comply. If they know that if you kill them then you are going to face very steep penalties, then they will be less likely to comply. Piracy is already very difficult due to combat logging and other reasons, and not very profitable compared to all other professions. I think you should be very careful about nerfing it even unintentionally.
The primary reason I don't play in Open is because the penalty for murder is placed on the victim, not the murderer.
If a Clean pilot is murdered they get their ship back for free. The Pilot's Federation places a non-expiring fine/bounty on the murderer in the amount of some percentage of the rebuy cost of the ship(s) they destroy that must be paid upon the destruction of their own ship. The Pilot's Federation gets their money just as they always have (although in a slightly delayed fashion), and more importantly the victim isn't penalized for being a victim.
Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
The trader would still have a loss: the price they paid for the cargo, which can be substantial, but at least they wouldn't have the additional cost of their rebuy piled on top.That cannot work.
The reason it cannot work is because it eliminates piracy from the game which is a valid play style..
If a trader has no loss for being killed and the killer gets all the loss then no trader will ever drop cargo..
Again i believe the only fix is the insurance thing i mentioned in this post:
https://forums.frontier.co.uk/showthread.php?t=226764&p=3483767#post3483767
Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
Sandro, the problem is multifactorial as I'm sure you're well aware. On one hand, in an ideal world there should be no reduction in danger in being in PVE, as "psycho" NPCs should be just as deadly (without resorting to cheating) as players.Hello Commanders!
Usual caveat: no guarantee, no ETA! This is just another thought experiment.
A quick question regarding player-versus-player (not AI) in open:
Currently there is no real difference between crime against AI and crime against humans.
Do folk think that additional, relatively severe in-game penalties for illegal ship destruction where there was a large disparity between rank/power of murderer to victim would be a worthwhile thing?
As an example suggestion: a high combat rank player in a combat capable ship boils a low combat rank player in a trade vessel. In addition to a bounty, the murderer is unable to dock at high security systems and suffers an increased insurance premium excess for an amount of time.
Continued offences of this nature increase and prolong the punitive measures.
Would a system like this help reconcile the two factions of the PVP and PVE, or would it not really address the issue?
Thoughts?
The trader would still have a loss: the price they paid for the cargo, which can be substantial, but at least they wouldn't have the additional cost of their rebuy piled on top.