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?
At present PVP exists as a mechanic, however that mechanic has, quite literally, no rules of engagement. The problem isn't so much that people are being shot at, it's the circumstances it's occurring in, and the penalties obtained. In other words, rules of engagement. What is sanctioned, and what isn't (being wanted is a very simplistic, in this context).
For example:
At any time, I can hop into my Anaconda or Cutter, sail into a beginner system and while away an hour or so shooting fish in a barrel. Net result? A bounty that I can ask a kindly CMDR to claim for me, anywhere, at any time, via a KWS and an unfortunate, err, "weapons malfunction" (we're fine here, perfectly fine. how are you? it was a boring conversation anyway - chewie! we've got company!). Or I can pay a paltry sum for a sidewinder, crash into the station and then leave in my nice big ship. No-one will ever know my secret, because the KWS doesn't show hidden bounties (you really should fix that!).
Your suggested changes, here, would make that more complicated. Now I can't really go too many places. There's more of a penalty beyond a potentially moderate bounty that I can clear at any time I choose. But I can just move to an Anarchic system and make that home base. Now I can go send endless numbers of newbie CMDRs to valhalla and it won't really affect me at all (hint: this would be the outcome, nothing changes, newbies still die and there's no real penalty). If I am independently wealthy, then spending a few more credits isn't likely to dissuade me.
Note, I don't actually go into beginner systems like a chuckle head and shoot up the place. But there's no real reason I couldn't do that if I so desired. The entry barrier and cost for that, is virtually zero.
If I am in a powerplay faction, and shooting someone else in a different faction (which is technically sanctioned killing even though there's no rules of engagement) then this is actually impactful in ways that may not be intended; suddenly standing up for a Faction against an enemy is complicated. Never mind the 'enemy' flag that doesn't actually mean anything, combat wise.
Also half the CG's that involve inter-faction combat (that can included PVP) would be affected.
Then again, I could be invited into a wing with 3 others, and we face of against another wing. Multiple ships engaged in combat. Of potentially quite varying CMDR ranks. Suddenly all being slugged with rather large penalties for what may have potentially a planned event.
How does the game know, that these events may be staged? Aren't there a few 'fight club' type groups that engage in agreed PVP? They would face considerable impact to their choice of engagement.
Also how does this affect piracy. I know it's popular to hate on pirates, but their chosen employment model would be greatly affected? Right. Not really, no. As much as I hate being pulled over by a highway-man, I can foresee where a trader attempting to defend from a low-level pirate (being an elite trader) is going to find they are a little bit screwed in secure systems, if they elect to defend cargo; it is critical the 'wanted' flag works (which means enabling the 'report crimes' function, at all times; and this doesn't always work).
Given most (pirates) are going to operate from Anarchic locations (for fairly obvious reasons) they aren't really impacted, in ways I am sure a few would like to see that profession impacted. Meanwhile, the Trader is now having to pray the 'report crimes' function works, if the pirate is yet to be marked wanted.
I'd love to see crime and punishment overhauled. But that's one complex sucker, and probably needs some complex code, and thought, so it's relatively straight-forward for CMDRs to understand and doesn't really just exacerbate the existing problems. It seems to me (as a lay person and non-programmer) that some fundamental rules of engagement possibly need to be added first.
So a trader defending their cargo, doesn't become unable to sell anywhere but an Anarchic system, because they chose to defend their wares. Or so powerplay isn't rendered even more irrelevant than it already is. Or a few other basic outcomes that are highly likely purely because the game isn't being overly smart about combat.
So I think maybe a bit more than a rough stab might be warranted, If that doesn't sound too unreasonable.
Edit:
I mean there are some creative options, such as:
- broadcasting to all CMDRs in a sector when an unsanctioned death occurs (treat it like the ships that offer you jobs, make it a toggle though). Now bounty hunters can be advised that crimes are occurring, and can go have a polite conversation (which also partly adds the "I want to be a cop" mechanic).
- make the bounty galaxy wide for a period of time, then local, before expiring (this absolutely cannot be due to NPC death! those guys are suicidal and like ramming).
- give people the ability to send out a help request (this creates emergent play as you have no idea if a bounty hunter, another pirate, or a random psycho will turn up)
- add high bounties into the BB, as active missions (hello sanctioned bounty hunting).
- correct some logic issues, like make the KWS able to successfully scan for hidden bounties (now seppuku is no longer an i win button)
I'm not super creative so I am sure there are a bunch of things that could be done to not just address crime, but to make it something that's actually part of core game play.