Yes PVP is unfair.

Agree with the above. Just throwing my vote in here for Sandro.

Countering that vote. The in game system would have to be heavily changed to do this. NPCs don't know you are smuggling until they can get a chance to scan you. But magically they are supposed to know you killed a player an hour ago and deny all docking privileges? If an idea like this is ever implemented it has to take current systems in game into consideration first before it can be applied.
 
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?

Thoughts?

Yes, absolutely. The sirius corp should be seeking to recoup their expenses for furnishing newly tricked out ships to insured members of the pilots' federation. This is how insurance works today, and there's no reason for it to not continue to work this way a thousand years from now. Murder bounties should originate from the Sirius Corp minor faction and potentially carry over to other systems as well. The way I see it, when you murder an unlicensed / uninsured pilot (NPC), it's whatever the local faction wants to do. When you mess with a ranked pilot, you're going to get some trouble from the people who have to pay for your fun.
 
Countering that vote. The in game system would have to be heavily changed to do this. NPCs don't know you are smuggling until they can get a chance to scan you. But magically they are supposed to know you killed a player an hour ago and deny all docking privileges? If an idea like this is ever implemented it has to take current systems in game into consideration first before it can be applied.

I don't think all systems should be docking denial immediately. All systems (except anarchies) within a 10 light year radius immediately. Within a 50 light year radius in one hour. the rest of the galaxy (except anarchies who will say "screw them. We take anyone", docking denied 24 hours after the offense occurred.
 
Countering that vote. The in game system would have to be heavily changed to do this. NPCs don't know you are smuggling until they can get a chance to scan you. But magically they are supposed to know you killed a player an hour ago and deny all docking privileges? If an idea like this is ever implemented it has to take current systems in game into consideration first before it can be applied.

Agreed. It make no sense, especially in a game that puts so much emphasis on immersion.
 
Yes, criminal ganking should be dissuaded.



However, I think highest rank should be used, rather than trade rank. An Elite trader who's Harmless shouldn't get a free dissuasion against being attacked. He should be treated as the Elite he is, he's not getting ganked just because he's not a bounty hunter. Any Elite ranked trader worth their salt knows they need an iron ass.

Excellent point.
 
I don't think all systems should be docking denial immediately. All systems (except anarchies) within a 10 light year radius immediately. Within a 50 light year radius in one hour. the rest of the galaxy (except anarchies who will say "screw them. We take anyone", docking denied 24 hours after the offense occurred.

Like I mentioned, the issue is that currently in game a proper scan is what is necessary to determine if you are wanted/smuggling or not. The implementation of this means that the station would start scanning people docking. Suddenly we now have an issue with players with minor mistake bounties (shot an NPC/cop by mistake) or players smuggling illegal materials being scanned and bad things happening to them. If you make it so that the station only scans you to determine that you killed a player or not, then it becomes an issue of needing a justifiable explanation in game. To "FIX" the issue of random killers requires more than just slapping a bandaid punishment on it. Unfortunately I cannot offer a proper solution right now but I hope this critique is at least helpful.
 
Hello Commander Bane Six Echo!

Personally I'm not a fan of pushing the rebuy cost onto the criminal. Not that it's a bad idea. It makes sense in many ways, but for me, trivialises ship destruction, which is part of the intended risk of flying a ship in Elite: Dangerous. It also further stretches the difference between AI and players (which as a general principle I'd like to minimize), unless we had free re-buys from AI murders.

But point taken on the imbalance of cost resulting from criminal activities.

Split the rebuy between the attacker and victim. Or apply to both.
 
Hello Commander Robert Maynard!

Remember, this is just speculation at the moment.

But yes, the concept would probably revolve around the Pilot's Federation disapproving of infighting.

So members that victimise weaker members (important to remember - it would not affect players going after equally matched targets or going after legal targets) would suffer both financial risk (imagine rebuy excess fees rising to a double digit percentages on the more expensive ships) as the Federation upped their premiums, and outcast status from systems receiving warning communiqués from the Federation (starting with the most secure systems, but eventually preventing docking access everywhere except anarchies).

All for this- so long as it was scaled that as a pirate if the occasional trader were to meet an unfortunate end it's not the same punishment for me as someone who gets their jollies with mass murder.

sounds like a good direction however
 
Countering that vote. The in game system would have to be heavily changed to do this. NPCs don't know you are smuggling until they can get a chance to scan you. But magically they are supposed to know you killed a player an hour ago and deny all docking privileges? If an idea like this is ever implemented it has to take current systems in game into consideration first before it can be applied.

I take it you've never seen a murder on the news before?

Even today, some information does get passed on quite rapidly - murder is normally one of them.
I can list the names of several murders that have never been anywhere near the places I lived / worked - but their names and faces were plastered all over the news and in public areas.

And considering you can access GalNet news from Sag A*, I see no reason why the names and current ship of a murder could not be passed on in a very short space of time.

Oh, and smuggling involves stealth, murder - not so much. Apples and Oranges from a story point of view.
 
How about making serious offenders temporarily trackable. Ie, you can pull up a list of these offenders and get their location (last system, last station visited, location where he was last seen by system security - seen, not scanned).

Bounty hunters can get their game on. Hiding in solo or group would also be signalized somehow (chicken icon somewhere close).

Obviously, p2p networking would have to go first in favor of proper architecture, otherwise there would be no end to embarrassment of it not working, when going after these heinous criminals.
 
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I take it you've never seen a murder on the news before?

Even today, some information does get passed on quite rapidly - murder is normally one of them.
I can list the names of several murders that have never been anywhere near the places I lived / worked - but their names and faces were plastered all over the news and in public areas.

And considering you can access GalNet news from Sag A*, I see no reason why the names and current ship of a murder could not be passed on in a very short space of time.

Oh, and smuggling involves stealth, murder - not so much. Apples and Oranges from a story point of view.

And yet, there are murders even committed today that not only no one knows about, but may never know about it who committed them. A random call girl gets killed in a dark alley. No one knows who did it and they never find out. Does that fact suddenly negate your example of the news? I think you are neglecting to mention the fact that unless there are witnesses, that murder would be considered "stealth" also.
 
For those of you thinking the game has no consequences for murder... I'm goin to post a video of what happens if I try to dock in cleave hub in Eravate...
 
My $.02:

- As a general direction, penalties should be tougher for repeat offenders, and the escalation needs to happen much faster (probably at a nonlinear rate). A single instance of unsanctioned murder should ding your reputation in a system, but many repeated offenses should **trash** it, both at the local and the superpower level.
- Police response should definitely scale higher than it currently does, at least in high-security systems. "Increasing the extremes of the response" feels like the right direction.
- I would rather avoid treating player kills differently than NPC kills.
- I'm leery of any system that attempts to auto-detect "seal-clubbing" situations and treat them specially.
- Superpower bounties need to come back. If you're a bad enough boy in a system, the local bounty should get upgraded to a superpower bounty. These bounties should persist a lot longer as well (possibly "forever" like it was before).


And by the way: the crime system is the flight model of player interaction. It deserves investment.

THIS THIS THIS. It's a very difficult problem to make the crime system engaging and sound, but it's essential and worth putting in the effort.
 
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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.

Pirates make little to no money as is. If you make the penalties too great, nobody will pirate any more. As it is, traders have little to no penalty for trading due to the huge income they can generate relative to the pirate.

Forgive me if I am confused on this matter, but wouldn't a Pirate especially a known notorious pirate, wouldn't want to dock or be in a high security system anyway?

To me, this seems like a correct behavior and mechanic to put on a Pirate.. They would be able to sell only at un-allied or Anarchy systems. I don't see the point of being able to pirate someone, say like in a federation system, then jump to a neighboring federation system and sell items and repair your ship with zero repercussion(s).

Of course they should also make anarchy systems more interesting, but black markets ONLY in Anarchy systems too. Make they payouts for dealing with them higher as well. High risk, high rewards. Offer bonus incentives for NOT killing or forcing the target to Self Destruct!

What I am trying to get at is, make Pirating, more - for lack of a better word - Piratey. If you end up getting allied with Anarchy systems and become a notorious Pirate offer them a free skin at the station so they can be painted as a pirate too (if they want to be).

Murder someone (even at lower rank) Yes make it harder for them to move around and they HAVE to be forced to use Anarchy Systems only. Make a higher spawn of Bounty Hunters.. Make it so Bounty Hunters get better rewards for killing a notorious murderer. Accident or not, you still killed them.
 
Countering that vote. The in game system would have to be heavily changed to do this. NPCs don't know you are smuggling until they can get a chance to scan you. But magically they are supposed to know you killed a player an hour ago and deny all docking privileges? If an idea like this is ever implemented it has to take current systems in game into consideration first before it can be applied.

It is based on your reputation in their eyes. Reputation travels very, very fast.
 
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I did not read every post so forgive me if it was mentioned.

But here's my idea (they are few n far between)

about security forces coming to assist traders in here. What if the trader had an ace up their sleeve. I thought of two possibilities both being pretty much the same thing. But what about a cargo bomb. So swap out the 2 or 4 ton cargo rack for 2-4 cargo bombs (depending on cargo rack size), would drop one bomb with the cargo you drop and it would detonate when after it was scooped or timed detonation and only damage internals with the same damage as say a single dumb fire missle. It would have to look the same as regular cargo but had a very small dogs deference.

The second idea plays in to the idea of security coning to rescue you instead of a bomb how about an emp that shuts the ship down that scooped it up for a short period of time say 10-15 seconds. That way the pirate would possible have to fight some security vipers while they make their escape.

the pirate would have to worry about pirating too many players before repair and give them a little risk

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Sorry for spelling errors or auto-corrects my phone has a mind of its own
 
If we had another level for crime (others elite games did) then that could help.

Piracy , smuggling and assault get you wanted as now (call this offender). Murdering clean players gets you "most wanted" or just call wanted and on requesting docking they do a basic scan. If you are offender they let you in unless the police get a more detailed scan you but if you are wanted they attack.
 
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It is based on your reputation in their eyes. Reputation travels very, very fast.

And again, this would contradict the current implementations of determining a criminal (especially one convicted of murder/attempted murder of NPCs players currently) too vastly. That is a huge no no when designing an authentic game world.
 
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