Yes PVP is unfair.

Just a thought that might provide some middle ground..

When you die, you always restart "clean" - so lets make it REALLY clean. Make paying off ALL outstanding fines/bounties/legacy fines, from whichever jurisdiction, mandatory at the insurance screen if you want your old loadout back, Paying them at this point wipes them - they are gone and you truly are clean, everywhere. This doesn't matter how you "died", you could have pancaked into a high-g world trying to land or got trapped between a pair of binary stars and cooked or you could have been boiled by a bounty hunter, an opposing mercenary or even a psychotic NPC. Your ships black box was retrieved from the wreckage and every authority with a galnet feed knows you're "dead" and claims the credits from your "estate". This penalty is not eligible for coverage by a loan so if the rebuy of your ship would leave you with an outstanding loan or too little credits to cover the claims on you, tough luck, you're sidey'd and still have to pay the claims. All of them. They come out of your balance and if that runs out reduce your starting credits with your sidey (down to a minimum cap where you can maybe afford to haul a couple tons of biowaste when you start over) Same if you elect to restart in a sidey, the claims on you persisist.

Bounty farming with a friend? Impossible. You're still paying it all even if your friend is claiming part of it as a local bounty.
Incentive on players to be careful accumulating a huge bounty? check.

This would work without any changes to the current scale of bounties and fines (although I do believe that system needs looking at to make things a little more aligned to the severity of the offence - but penalties should still be somewhat draconian, as for some crimes they are now, because that is a long-standing feature of the Elite universe and lore and we don't want to lose that)

This would not address the problems that currently exist with bounty hunting as a career, but I believe that is a separate issue - one that must be looked at, to be sure, but this is not intended to do that.

It should not negatively impact piracy as a career - the pirate wants cargo not corpses and if they are good at their trade they'll get it too. I know some pirates fly their astronomical bounties as a flag of honor but if anything this will increase the "social value" of doing that. "I don't care, I'm such a (wicked donkey) that nobody is ever going to make me pay this!"

Will it be enough to deter "serial murder for the lulz"? probably not, but it will make doing so more expensive. The random PKer will have to either keep on top of paying off the legacy fines as bounties expire or let them accumulate, potentially putting their ability to rebuy their ship at risk should the law of averages catch up with them and they don't win a fight or make some other mistake. Because it's galnet-wide, avoiding places where you've accumulated high legacy fines wouldn't be a viable option to avoid paying them off on death.

One additional twist that would be interesting under this system would be to make a KWS scan show in the left UI an additional field "total death claims" - the amount tacked on to the targets rebuy cost if they die - all outstanding fines bounties and legacy fines combined, while the total bounty field still only shows what the person who kills them could actually claim. This may seem pointless but think about it for a minute. We know that there are folks out there who take delight in inflicting loss on others, every game has them and it is a part of human mentality to "smoke the competition". Even dedicated PvPers who are after the "win" not necessarily after handing the other guy a "loss" feel it to some extent. It is precisely these players who are likely to see high "total death claims" as a higher value target, even if they can't get their hands on all of that value. It's also these players that will likely have the highest value in their own "total death claims" as well, unless they've been assiduously paying them off as they accumulate. We're incentivizing them to fight amongst themselves, which is a win/win - they get better fights and while they are doing that the folks that don't want to PvP with them aren't getting bothered.
 
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Let the players who die post a bounty on the Player who kills them. As bounties grow, stations start killing you for the bounty. Risk Reward.

Poor mechanic IMHO - All the more impoteous to destroy beginners who can't afford to place a bounty on you etc...
 
Poor mechanic IMHO - All the more impoteous to destroy beginners who can't afford to place a bounty on you etc...

Basically this. If they could afford a worthwhile bounty, they wouldn't be so affected by an attack. This will do nothing at all to protect new or low-income players.
 
Basically this. If they could afford a worthwhile bounty, they wouldn't be so affected by an attack. This will do nothing at all to protect new or low-income players.

The player-issued bounty could be added to a system-issued bounty and multiple players could add to the bounty on the same commander; many small bounties make a big one.
 
The player-issued bounty could be added to a system-issued bounty and multiple players could add to the bounty on the same commander; many small bounties make a big one.

But that would just mean that the attacked player would have to pay out even more credits. Newer players may not know how to, or be able to afford to, so this doesn't solve the problem of lowbie ganking.
 
But that would just mean that the attacked player would have to pay out even more credits. Newer players may not know how to, or be able to afford to, so this doesn't solve the problem of lowbie ganking.

Agree; this can only be part of a more comprehensive solution.
 
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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?
I would be content with this (hahaha here I come huge bounty!), There will always be people who disagree.
 
Hello Commander Bumbles!

I'm interested in your opinion. Even though these penalties would only be applied in cases where there was a very clear mismatch of ability *and* a crime was committed, you think it would be a deterrent to player versus player activities.

Do you (or any other folk, feel free to respond), feel that there should be no additional penalties for lopsided encounters? That the world should remain uncaring and cold as is (don't worry folk, this isn't a trick question - there's no right or wrong answer!)?

I think often a cold and uncaring world feels dead and sterile. I think that aside from any effect on adverse PvP encounters, consequences proportional to actions (quantity, severity or atrociousness) will make the galaxy feel more alive because it is reacting to the players actions the way humans react (a homogeneous dystopia feels so...bland).

Now, I would love it if everyone was equal (NPCs and players). As a predominately solo/group player, the galaxy responding more harshly to me killing more innocent/helpless (or at least mostly harmless) "people", federation members or not, will make me feel like there is more life to the galaxy and help me feel more like the criminal I may be role playing. I think some of the draw to a "griefer" style of play is that the reaction you receive from other people (that is lacking from the galaxy) feeds the kind of experience you want to have. It isn't just about ruining their day (not in all cases at least), it's about being the bad guy and nothing makes you feel more like the bad guy that people booing and hissing as you cruise through their wreckage. NPCs don't do that, the galaxy doesn't do it, it's impassive and neutral (for the most part) but other players do, and that's the kind of reaction they want to get, because they want to be the bad guy, which is just as valid as wanting to be the good guy. That leaves just players as the only viable targets.

That said, I also think that the more lopsided encounters leading to more extreme responses makes sense. Regular Joe gets in a fight with a regular Joe is one thing, professional MMA fighter getting into a fight with a regular Joe is another and may be prosecuted much more severely. Of course, just as there would be people calling for the fighter to be locked up forever, there might be organizations in the galaxy looking for MMA fighters willing to take a shot at random guys walking down the street, so the pilot's federation might jack up your premiums and you may not be able to dock and repair/rearm in federation space anymore after what you've done, but the mob of XYZ in an anarchy next door might be willing to offer you some jobs that Mr White Knight will never know about. If that makes sense.
 
I think I said this earlier in the thread - reduced rebuy cost, and cargo insurance active for PvP kills.

The issue would be that they could just be left stranded - Pirates or griefers taking out the power plant and leaving them drifting.


you can reboot and be on your way.

- - - - - Additional Content Posted / Auto Merge - - - - -

Just a thought that might provide some middle ground..

When you die, you always restart "clean" - so lets make it REALLY clean. Make paying off ALL outstanding fines/bounties/legacy fines, from whichever jurisdiction, mandatory at the insurance screen if you want your old loadout back, Paying them at this point wipes them - they are gone and you truly are clean, everywhere. This doesn't matter how you "died", you could have pancaked into a high-g world trying to land or got trapped between a pair of binary stars and cooked or you could have been boiled by a bounty hunter, an opposing mercenary or even a psychotic NPC. Your ships black box was retrieved from the wreckage and every authority with a galnet feed knows you're "dead" and claims the credits from your "estate". This penalty is not eligible for coverage by a loan so if the rebuy of your ship would leave you with an outstanding loan or too little credits to cover the claims on you, tough luck, you're sidey'd and still have to pay the claims. All of them. They come out of your balance and if that runs out reduce your starting credits with your sidey (down to a minimum cap where you can maybe afford to haul a couple tons of biowaste when you start over) Same if you elect to restart in a sidey, the claims on you persisist.

Bounty farming with a friend? Impossible. You're still paying it all even if your friend is claiming part of it as a local bounty.
Incentive on players to be careful accumulating a huge bounty? check.

This would work without any changes to the current scale of bounties and fines (although I do believe that system needs looking at to make things a little more aligned to the severity of the offence - but penalties should still be somewhat draconian, as for some crimes they are now, because that is a long-standing feature of the Elite universe and lore and we don't want to lose that)

This would not address the problems that currently exist with bounty hunting as a career, but I believe that is a separate issue - one that must be looked at, to be sure, but this is not intended to do that.

It should not negatively impact piracy as a career - the pirate wants cargo not corpses and if they are good at their trade they'll get it too. I know some pirates fly their astronomical bounties as a flag of honor but if anything this will increase the "social value" of doing that. "I don't care, I'm such a (wicked donkey) that nobody is ever going to make me pay this!"

Will it be enough to deter "serial murder for the lulz"? probably not, but it will make doing so more expensive. The random PKer will have to either keep on top of paying off the legacy fines as bounties expire or let them accumulate, potentially putting their ability to rebuy their ship at risk should the law of averages catch up with them and they don't win a fight or make some other mistake. Because it's galnet-wide, avoiding places where you've accumulated high legacy fines wouldn't be a viable option to avoid paying them off on death.

One additional twist that would be interesting under this system would be to make a KWS scan show in the left UI an additional field "total death claims" - the amount tacked on to the targets rebuy cost if they die - all outstanding fines bounties and legacy fines combined, while the total bounty field still only shows what the person who kills them could actually claim. This may seem pointless but think about it for a minute. We know that there are folks out there who take delight in inflicting loss on others, every game has them and it is a part of human mentality to "smoke the competition". Even dedicated PvPers who are after the "win" not necessarily after handing the other guy a "loss" feel it to some extent. It is precisely these players who are likely to see high "total death claims" as a higher value target, even if they can't get their hands on all of that value. It's also these players that will likely have the highest value in their own "total death claims" as well, unless they've been assiduously paying them off as they accumulate. We're incentivizing them to fight amongst themselves, which is a win/win - they get better fights and while they are doing that the folks that don't want to PvP with them aren't getting bothered.

I am not disagreeing to be disagreeable...but for the PK/PvP crowd...this isn't that big of a deal. They die, they wipe their account and start from scratch...inside of 15-20 hours they are back in business. Just another layer of 'fun' for those that play this way!
 
for those that dont know you can do reboot/repair in the functions menu "right hand screen" and it will repair systems for you.
sometimes you will have to power down alomost everything else on the ship to get the fsd to work after repair. But if you have anything better than a D class life support, (if your cannopy is gone) then you can make it back to a station after doing this.. even if it takes 2-3 mins to get the fsd drive running. just remember to turn your scanners back on when you are in SC so you can request docking.
 
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?

Yes please! I'd love to see that happen.

-Crimes against AI could be punished equally hard. There is no real reason not to do that, and it would stay coherent with the AI/Player equality concept (even if there are some differences already).
-Since pirates would take much more risks (rightly so), their activity could be more rewarding money wise, so that they could live from it (better prices for stolen cargo, for example)
-Rank difference may not be accurate. An combat elite PvEr in his/her T6 could be mopped up by an experienced wing of PvP players with only deadly ranks. Ships and their equipments are more valid.
 
Yes, pvp is unfair, the person attacking naturally gains an advantage, Even In chess white wins 55% of the time. In this case you're allowing the person to choose when and who they attack, the advantage will naturally be huge. Imagine a game of chess where you can pick your opponent, see the level before the match, and see if you're allowed a handicap.
 
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I would like to see a bounty put on any player that kills another player, then bounty hunters then go after you. Depending on how big the bounty is, is how long and what type of ships hunt you down!!
 
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?

I very much like this (I play open most of the time) I take it that it obviously this only counts if the attack gets them a bounty?

On a related note, I'd have thought dealing hull damage should be more of a bounty than just shield damage, perhaps a separate stage in the offence? (hit shield, hit hull, kill)
 
I very much like this (I play open most of the time) I take it that it obviously this only counts if the attack gets them a bounty?

On a related note, I'd have thought dealing hull damage should be more of a bounty than just shield damage, perhaps a separate stage in the offence? (hit shield, hit hull, kill)
Probably more like the following:-
  1. FINE (low - e.g. 100cr): Initiate combat on a non-WANTED target
  2. FINE (medium - e.g. 1000cr): First time that you down the shields when you were the one to initiate the combat on a non-WANTED target
  3. BOUNTY (medium - e.g. 1000cr): First time that you damage more than say 5% of the hull when you were the one to initiate the combat on a non-WANTED target
  4. BOUNTY (high - e.g. 10000cr): Kill a target when you were the one to initiate the combat on a non-WANTED target
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The FINE/BOUNTY would be transitional and not additive and the numbers are just speculative examples and would be the same regardless of the PC/NPC nature of the ships involved.
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In addition, the values and durations of bounties could escalate for subsequent offences (say double the fines/bounties and durations for each subsequent target - when bounties are already active against you in the same jurisdiction). Have active bounties in more than say 3 jurisdictions affiliated with the same major faction and the bounties get added together and treated as a major faction bounty. Have major faction bounties in any two major factions then you gain a galaxy wide Pilots Federation bounty equal to the sum of the major faction bounties. Once at a higher bounty level, the higher level jurisdiction would determine the bounty level applied.
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For bounty hunters with a KWS the pay-out would be triple at the Pilots Federation Level, double at Major Faction bounty level. Without the a KWS, the payouts would be the bounties that apply in the given jurisdiction (i.e. Pilots Federation bounty (if applicable) plus Major Faction bounty (if applicable) plus local bounty if applicable).
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Regardless of the crime reporting settings on your ship, if you are not currently WANTED then the target has the right to defend themselves and should not be reported if they shoot back nor should they gain a bounty if they kill you when you were the aggressor. If the target is known to be WANTED before firing then they are fair game.
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For NPC mission targets - if the mission is for a faction affiliated with a major faction and the target is in an area affiliated with the same major faction then the fines/bounties should be null and void against you IMO. In all other cases, the fines/bounties are part of the course.
 
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Submit and the advantage is yours because you'll come out of supercruise naturally, they wont.

Submit - get masslocked by a wing of CMDR killers in PVP speccd ships, be forced to highwake to a system you dont want to be in to jump back into the original system to get interdicted again???
Or just play in Mobius or solo doing exactly what you want to do in the game?

Yep awesome idea!
 
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