Yes PVP is unfair.

A proportional, balanced, security system is something that would improve immersion in all game modes. If you go shooting up "innocent" ships, ie clean in that system (either player or npc) in a high security area you should become persona non grata (heavy cop response, stations will refuse docking etc), certainly in that system and possibly with repercussions rippling out from there (reports of your actions have reached neighbouring systems and they don't want your kind hanging around there either).

Even without changing the pathetically small bounties for murder, this would go some way to making some areas relatively "safe" for players while leaving other areas where only the foolhardy and the brave would enter. This would mean it would be extremely high risk for criminals in high tech/seat of govt/military base systems and anarchies should be very dangerous places for traders with a sliding scale of risk in between. This would put places like LHS 3447 somewhere in the mid to lowish sec range, with players needing to exercise caution while not feeling necessarily in imminent danger.

Some adjustment could be made to mission/trade profitability with "milk runs" in high sec areas being relatively low in earning potential with significantly higher profits to be made in low sec, this would mean there was always someone brave/stupid enough to try their luck.
 
I have been thinking about this some more..... and basically what I want is very simple...... how to achieve it is really hard however :(

I want the game to be convincing. So, I would like the consequences for blowing up ships with people in it to be plausible as to what they would be if ED really was a keyhole into our future.

On the surface of it this is quite simple to achieve, however as many have pointed out a small subset of players will always try to exploit a rules based system (hence the ramming of defenceless ships, the dumb fire missiles in stations etc etc.

The above have been dealt with to some degree but these same players will find a way.

The start of the solution is major faction wide bounties, not wiping bounties on ship destruction (why should they be, the criminal is still alive). The only way to get rid of a bounty should be a time based cool down period where you go x amount of in game hrs without committing a crime.

crimes for ship destruction of a clean pilots federation member being super high.... (even in PP, if I am aligned with 1 power, they may not see it as a crime but in the areas covered in the victims power the agressor should get a bounty there).

on top of that for pirates, how about a new weapon. once a targets shields are down they fire the weapon which generates a lot of heat/uses weapon power so stops them fireing other weapons, it does no damage but it disrupts the "victims" frameshift drive from engaging after it has charged allowing the cargo hatch limpets to do their thing. This is not exactly the same but is along the lines of what is used in MB's book Elite Legacy

this would give the pirate more time to legitimately pirate a ship, and could stop both low waking and high waking. (I am sure wings of players would use it as well to grief so thought does need to go into it, but this is where increased bounty for ship destruction comes in - given to all wing members of course because again, my initial aim is to make this believable and again, if me and 3 others beat some guy up, we all commit a crime not just the one who throws the last hit)

most of this has been covered before. it still wont fix everything but it is a start, and maybe see what happens with that and then go from there.

Agreed, see my post in the suggestions thread about new anti-piracy laws.
 
So what I am missing is a way call for help - I mean help that's coming fast enough to really help. Call other players can work only if someone is around, this will not be the case most times. So a way to help players against PIRATS, and other threats would be to implement really responsive security forces. I know crimes are reported already automatically, but the response is just to SLOW.

Just imagine that a trader could use a kind SOS/emergency call or button. With this he could call all players close bye and invite them automaticly into a max 4-wing to save a trader in a emergency situation. This would be just awesome, create a great immersion with the game play and bring action into the lives of trader, bounty hunter and as well the pirates.
 
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If you kill a CMDR who is not WANTED or PP HOSTILE and has REPORT CRIMES AGAINT ME turned on.
Then BOTH parties pay the re-buy cost.. the victim at the rebuy screen, and the perpetrator at the very next time they dock, die or log in.
No. This idea is flawed and will be abused by others again. Imagine playergroup fights. No one is wanted, or pledged to a power. One group can simply turn on crime reports to "gank" others. You won't be able to have player group conflicts anymore and people get "untouchable" because it will give you a huge bill if you kill them.

Check my earlier post for suggestions and see if you can find anything abuseable in there.
 
No. This idea is flawed and will be abused by others again. Imagine playergroup fights. No one is wanted, or pledged to a power. One group can simply turn on crime reports to "gank" others. You won't be able to have player group conflicts anymore and people get "untouchable" because it will give you a huge bill if you kill them.

Check my earlier post for suggestions and see if you can find anything abuseable in there.
Simple option really, whoever shoots first (essentially disables the report crimes against me for the engagement) loses the right to claim the other person killed them without provocation.
 
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Simple option really, whoever shoots first (essentially disables the report crimes against me for the engagement) loses the right to claim the other person killed them without provocation.
Still you would loose player faction/ group conflicts with it. People can provoke others, ram them, do whatever and you can not do a thing. Currently it is just a thing between those people. If i see someone killing others in Nanomam for example i might later travel into their system and payback. With such a chance i can't because i would have big repercussions everywhere, not just in their system.
 
Just imagine that a trader could use a kind SOS/emergency call or button. With this he could call all players close bye and invite them automaticly into a max 4-wing to save a trader in a emergency situation. This would be just awesome, create a great immersion with the game play and bring action into the lives of trader, bounty hunter and as well the pirates.

So I fly around SC successfully avoiding interdiction and suddenly I'm in a wing with somebody who got interdicted. Maybe even nav-locked and directly pulled into the instance?
And what happens if a group of 7 killers fly in SC. 4 of them formed a wing. 3 are "solo". The wing interdicts a trader. The 3 others wing up with the trader. Hurray all 7 killers can get easily and quickly into the instance to kill the trader.

Gankers paradise.
 
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?
This would not solve anything im sorry, there's a lack of consistency in elite as it is and you don't want to punish your players who have played the game the longest.

If I was to envisage a proper crime and punishment system there would need to be some fixes outside of the issue to compensate.

first thing is if you get killed in a system where you have a bounty you should be forced to pay all of your bounties. Being able to weasel out of punishment by respawning at an anarchy system negates the system. You were caught and dispatched in a system where you're wanted, pay up.
also remove the suicide by sidewinder "exploit" if you die you have to pay your bounties and fines.
if a player collects the bounty payout 85% so that there is a net loss.

second would be for bounties to scale in both time and credit value.
1 murder bounty = 1 day bounty before payable @3000 Credits
2 murder bounties = 3 days @ 9000 credits
3 = 9 days @ 27000 credits
ect.
this would only scale for repeat offenses in the same system. Move to another system and it starts back at 3k.
at a certian point say 15 murders you're flagged at that station and denied docking clearance it could even be a fun mechanic where by if you're scanned your privilaged are revoked and then your clearance is denied.

Make the police response scale as your bounty rises and use ships in accordance to the controlling faction.
In federation systems you will get interdicted by gunships and assault ships, eventually even the corvette or even wings of corvettes.
empire systems would see imperial Eagles, couriers, clippers, and cutters
aliance or independent systems would use vipers, cobras, pythons, FDLs, and condas

after that buff the black market for one it just doesn't pay enough but it would offset these operation costs for pirates.
increase the production of goods in anarchy systems there are no checks and balances in an anarchy government demand and production should be through the roof. Again this is to give pirates a hunting ground, traders will by nature move to greener pastures as will pirates. It should be a choice if the trader wants to take the extra risk or if the pirate wants to avoid security and steep bounties.
make NPC piracy viable, a lot of the players with a thirst for the macabre want to do the darker professions of elite. Players aren't very common in most situations and NPC's do not carry goods worth pirating or in high quantities. Often times you will sit there forever waiting and a type 6 will spawn. A lot of piracy's income problems are from downtime, players are the only real source of income. Limpets take a bit too long to scoop cargo, the hatch breaker doesn't drop enough cargo and is too slow and fragile.
players should also only have one way to drop cargo, unmarked and legal, if forcefully ejected then it should be stolen.
Increase the cost of all cargo this will buff piracy, and give increased risk to smuggling.
add a lot more super expensive cargo with higher profit margins, preferably illegal for sandbox smuggling. It would further buff piracy, by extension bounty hunters, and if getting scanned was a bounty instead of a fine it would add some much needed risk to smuggling, piracy, and incentivize PvP bounty hunting.
buff the income of other professions, people get understandably upset being forced to do something they don't want to do for monetary gain. Adjust the reward to be based on time investment and risk. There's no reason mining should make less than trading.
lastly increase the skill and loadouts of the NPCs but do not make them cheat, they must follow the same rules as we do. And they should treat us just as they would an NPC we aren't supposed to have special treatment in elite.

what I'm getting at here is that the game doesn't scale, not in risk, reward, difficulty, or with rank. Enemies do not get stronger as your rank increases, your ship becomes better, or your bounty becoming greater.
your black market bonus doesn't scale with trade rank neither does your rare allotment, or profit margin.
Your exploration data isn't worth more the higher ranked you are.
the players who play the dark side either as a griefer mass murderer, duelist, pirate, or a smuggler are bored.
The smuggler doesn't make enough in the black market and has no risk of a bounty, NPCs are largely ignored.
pirates might as well be fishing for hours at a time to catch one fish.
duelists seek a challenge an order of magnitude greater than what NPCs can offer.
mass murders are duelists without consent or honor / trolls.

Griefers don't go there to get their kicks clubbing newbies they get their kicks when we go to chase them off. They kick the baby so they can get a real challenge from other high ranked players or to satisfy their troll desires of causing mayhem.
Fixing the crime and punishment system will deter those that aren't looking for that challenge but rather just mayhem. Challenging the others and rewarding all professions will solve the problem of the bored.

not only does this have the effect of taking the heat off new players it makes the game more enjoyable to everyone.

bandaids are not a solution.

edit: make getting caught with stolen or illegal goods an instant bounty not a fine. This is to promote piracy in anarchy space and to add much needed risk to both it and smuggling to offset the increased profits.
 
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Just to add to the discussion of the problem, mainly that the attacked are the punished in this game.

For many, just reducing the cost of rebuy substantially, if clean and attacked first, would fix the problem. What we currently have is a substantial/painful fine for dying, that gets paid by PvE players, who donot desire PvP, in Open. This is similar to having your insurance company have to pay for your repairs if the other driver is at fault. That's broken. Particularly if it is the intention of the attacked to not be in the PvP situation. Insult and injury.

Fix this issue and it would appear a lot of salt would be removed....of course, that means that PvP players do not get as much enjoyment out of the pain they dished out either...so maybe not.
 
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Just to add to the discussion of the problem, mainly that the attacked are the punished in this game.

For many, just reducing the cost of rebuy substantially, if clean and attacked first, would fix the problem. What we currently have is a substantial/painful fine for dying, that gets paid by PvE players, who donot desire PvP, in Open. This is similar to having your insurance company have to pay for your repairs if the other driver is at fault. That's broken. Particularly if it is the intention of the attacked to not be in the PvP situation. Insult and injury.

Fix this issue and it would appear a lot of salt would be removed....of course, that means that PvP players do not get as much enjoyment out of the pain they dished out either...so maybe not.

Exactly. If the completely out gunned victim immediately re-spawned in a carbon copy of their ship 500ls away and carried on as if nothing happened, I suspect the vast majority of those attacking them would not bother. The disturbing conclusion is that for many people, annoying or upsetting another human being is a way to get entertainment. Thus it has always been I suppose.

I felt sorry for that guy who got blown to bits in his unarmed Asp Explorer on returning from a month scanning planets out in the black but that may be because I am returning in my unarmed Asp Explorer from a month of scanning planets out in the black.

I would like to see some thing based around serious consequences IF you haven't scanned for cargo and perhaps if you haven't offered a way for the victim to pay you off. Not sure if that could be made to work though.
 
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So I fly around SC successfully avoiding interdiction and suddenly I'm in a wing with somebody who got interdicted. Maybe even nav-locked and directly pulled into the instance?
And what happens if a group of 7 killers fly in SC. 4 of them formed a wing. 3 are "solo". The wing interdicts a trader. The 3 others wing up with the trader. Hurray all 7 killers can get easily and quickly into the instance to kill the trader.

Gankers paradise.

Actually you should receive an wing invitation for an emergency call, which you can accept or not. And the first 3 who are accepting the wing invite can jump into the systeem and join the instance and the others are just too late. Please remember that initial question was that the police or others don't react fast enough to save a trader. So at the end for the trader there is no big difference to be killed by one pirate or by seven as you describe. But as you correctly point out, any change in the mechanics can be used for good and be exploided for bad things.
 

players should also only have one way to drop cargo, unmarked and legal, if forcefully ejected then it should be stolen.

A lot of good suggestions and ideas.
Dropping cargo is the only suggestion from you that I disagree with. It should be exactly the opposite.

Dropping cargo should always be illegal (outside the no fire zone of a station*). Forcefully ejected by (buffed a lot) hatch breakers should result in legal salvage.

Reason: it would make using hatch breakers more desirable and as such making not killing traders more desirable. It would remove the need for cooperation from the "victim" and therefore remove a source of "bad feelings". Most players don't wants to be forced to do something.

It would probably have to be balanced by the amount of cargo a hatch breaker can pull out of a cargo ship (a percentage would probably better than a fixed value) and how much a pirate can demand and get by threatening the trader in a certain period of time - until the security forces arrive.

Explanation: If the trader drops cargo the trader can set the silent stolen marker for the cargo. If the cargo is taken by force there is not time and the security system is already out of order.


*) Or all dropped cargo looks like legal - until it is in the cargo hold for a certain amount of time. Since dropping abandoned cargo is the, by FD, desired method for exchanging credits between CMDRs there has to be a way to drop legal cargo. The pirate should never get dropped legal cargo and there should be no way for the pirate to demand it.
 
Ah OK, I understand. The idea of a emergency signal/distress beacon is interesting and could add interesting gameplay, if the developers manage to make it almost impossible to abuse.


… But as you correctly point out, any change in the mechanics can be used for good and be exploided for bad things.

That's the big problem in the background. FD changes things and enough players use those changes to annoy others, simply because they can. That's why I think that there is no in-game mechanism that can prevent or reduce such behavior.
 

Robert Maynard

Volunteer Moderator
Actually you should receive an wing invitation for an emergency call, which you can accept or not. And the first 3 who are accepting the wing invite can jump into the systeem and join the instance and the others are just too late. Please remember that initial question was that the police or others don't react fast enough to save a trader. So at the end for the trader there is no big difference to be killed by one pirate or by seven as you describe. But as you correctly point out, any change in the mechanics can be used for good and be exploided for bad things.

In less trafficked it is as likely that 3 more pirates would answer the call as it would be for 3 random players actually seeking to help.
 
A lot of good suggestions and ideas.
Dropping cargo is the only suggestion from you that I disagree with. It should be exactly the opposite.

Dropping cargo should always be illegal (outside the no fire zone of a station*). Forcefully ejected by (buffed a lot) hatch breakers should result in legal salvage.

Reason: it would make using hatch breakers more desirable and as such making not killing traders more desirable. It would remove the need for cooperation from the "victim" and therefore remove a source of "bad feelings". Most players don't wants to be forced to do something.

It would probably have to be balanced by the amount of cargo a hatch breaker can pull out of a cargo ship (a percentage would probably better than a fixed value) and how much a pirate can demand and get by threatening the trader in a certain period of time - until the security forces arrive.

Explanation: If the trader drops cargo the trader can set the silent stolen marker for the cargo. If the cargo is taken by force there is not time and the security system is already out of order.


*) Or all dropped cargo looks like legal - until it is in the cargo hold for a certain amount of time. Since dropping abandoned cargo is the, by FD, desired method for exchanging credits between CMDRs there has to be a way to drop legal cargo. The pirate should never get dropped legal cargo and there should be no way for the pirate to demand it.
You make a great point but hear me out.

because the cargo would be legal gifts between friends or strangers would still be possible.
if black market prices are buffed, scale with your trade rank, and the limpets / hatch breaker are buffed the pirate would still be incentivised to use those tools over diplomacy but the option for negotiation would still be possible. A lot of pirates enjoy player interaction so that should still be an option.

Going back to risk and reward along with consistency, illegal cargo should be worth more if successfully stolen and sold. In order to steal cargo a pirate would have to engage the target risking damage, a murder bounty / police response, or the target getting away. If they are later scanned holding stolen cargo they would get a steep bounty not a fine.

diplomacy would be the safer way for the pirate to operate and thus would yield less reward.

an interdiction would not constitute a police response, but an assault would and depending on the pirates "heat level" the scaled responce both in arrival time and strength would coincide with that. In what I'm proposing a bounty is a big deal and a pirate would want to avoid them in a policed system. However in anarchy, where the profits would be higher so would the risk and a trader could not count on the law or diplomacy to protect them.
 
Exactly. If the completely out gunned victim immediately re-spawned in a carbon copy of their ship 500ls away and carried on as if nothing happened, I suspect the vast majority of those attacking them would not bother. The disturbing conclusion is that for many people, annoying or upsetting another human being is a way to get entertainment. Thus it has always been I suppose.

I felt sorry for that guy who got blown to bits in his unarmed Asp Explorer on returning from a month scanning planets out in the black but that may be because I am returning in my unarmed Asp Explorer from a month of scanning planets out in the black.

I would like to see some thing based around serious consequences IF you haven't scanned for cargo and perhaps if you haven't offered a way for the victim to pay you off. Not sure if that could be made to work though.

'Serious consequences' are just generally laughed off by those that participate in this type of gameplay...it makes their gaming 'more worthwhile' and something to brag/laugh about. Which leads to the 'carebear' word being tossed about. Basically, those that PK feel that any relief offered to PvE players to diminish the pain revolving around them killing the other player is watering down, dumbing down, or giving PvE players an 'easier' row to hoe and 'kills the game'.
 
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Not sure I agree with it overall as I believe it would change nothing.
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IMO The current mechanics are fine where dropping/abandoning/stealing/salvaging cargo is concerned - if you are a true pirate then you do not care if it is legal or not.
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Never used the hatch breakers myself but any cargo achieved by those means should be considered stolen. The benefit of using hatch breakers is that you do not get a PC-K/NPC-K label attached to you, effectively a lesser bounty situation should arise.
 
'Serious consequences' are just generally laughed off by those that participate in this type of gameplay...it makes their gaming 'more worthwhile' and something to brag/laugh about. Which leads to the 'carebear' word being tossed about. Basically, those that PK feel that any relief offered to PvE players to diminish the pain revolving around them killing the other player is watering down, dumbing down, or giving PvE players an 'easier' row to hoe and 'kills the game'.

Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee Haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa!
 
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