Make prison colony usefull.

1° Create some systems with prison colonies ~100 LY away from each PP HQ, only accessible with a temporary permit, impossible to acquire, only with a trigger.
2° If a player is killed in a system where he is wanted, then he gets the permit and respawns in one of these systems.
3° When the player leaves the system, the permit is revoqued.

Right now the PK are a plague because they respawn in the same system where they are "hunting". In many other games, this is considered like an exploit and the players could be ban for this.

Make the games dangerous for the PK too.
 
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That's.....actually quite an interesting idea, when a criminal/wanted is killed, spawn at nearest prison colony, of course no punishment to ship and equipment they would still get that fully returned.
 
Don't they already provide Biowaste?
Some people would argue that criminals are of the same type :p
That said I think this is a very brilliant idea, though I think there might be a problem, I think all prison colonies are outposts, meaning they can't have a big ship docked, though I suppose they could remedy that by giving them a big dock or similar, make a special type of outpost with big docks, point is, it might be workable, and wouldn't punish criminals in any other way then time.
 
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Some people would argue that criminals are of the same type :p
That said I think this is a very brilliant idea, though I think there might be a problem, I think all prison colonies are outposts, meaning they can't have a big ship docked, though I suppose they could remedy that by giving them a big dock or similar, make a special type of outpost with big docks, point is, it might be workable, and wouldn't punish criminals in any other way then time.

I've seen some on the planets and some have large landing pads. Would have to double check, haven't been landing in one of them for a while.

I think that the idea of a wanted player (or NPC) re-spawning at the nearest penal colony is very good. Still with the possibility of re-buying the ship (or in the starting Sidewinder if the person doesn't have insurance money), with no Outfitting nor Shipyard. Bounties still to be paid.
 
I've seen some on the planets and some have large landing pads. Would have to double check, haven't been landing in one of them for a while.

I think that the idea of a wanted player (or NPC) re-spawning at the nearest penal colony is very good. Still with the possibility of re-buying the ship (or in the starting Sidewinder if the person doesn't have insurance money), with no Outfitting nor Shipyard. Bounties still to be paid.
Yeah, a solution needs to be made on the outposts, non planetary stations, but yes all planetary stations have large, however not all players would have horizon, so for it to work it would need to work with outposts and for that they'd need to make penal colonies have a large platform, though modifying those to that I don't think would be too difficult, or in any way unmanageable?
 
Yeah, a solution needs to be made on the outposts, non planetary stations, but yes all planetary stations have large, however not all players would have horizon, so for it to work it would need to work with outposts and for that they'd need to make penal colonies have a large platform, though modifying those to that I don't think would be too difficult, or in any way unmanageable?

True. Completely forgot you need Horizons to get planetary landings.

I guess outposts could be made bigger, for this purpose just a few of them (or even one) per major faction would do. Also, a good way to utilize asteroid based stations, if we see those some day.
 
True. Completely forgot you need Horizons to get planetary landings.

I guess outposts could be made bigger, for this purpose just a few of them (or even one) per major faction would do. Also, a good way to utilize asteroid based stations, if we see those some day.
Definitely, Hopefully this suggestion can get a lot of rep, and catch devs interest, I think this is a rather unique idea that few would have thought about, and it would provide both immersion and a measure of common sense, especially to the whole criminals respawning in the system they are attacking/fighting in.
 
The solution to the large ship problem could look like this:

1. The wanted player is killed, He gets the rebuy screen as usual.

2a. The ship he rebought is parked at the last station he docked with before he was killed.
2b. Alternatively at a random nearby station with a large pad. This might be preferable as it doesn't encourage him to go back to where he was killed.

3. The player spawns in a borrowed sidewinder at the nearest penal colony.

4. The player flies his borrowed sidewinder to where the ship is parked and claims it.

5. The borrowed sidewinder vanishes. This is to prevent players who often die while wanted to have their maps spammed up with parked sidewinders.
 
I'm also hoping one of the side effects of the engineers update will be, as it was quoted .. when you talk to a faction, the representative you talk to will have a rank depending on your rep .. I hope this means that faction rep meaning more might give you a permit to land at controlling faction's prison colony, and supply food for the scumbags .. or .. smuggling personal weapons might encourage the prisoners to riot?

Nice thoughts OP.
 
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Hmm... Never mind 'optional'.

• Make destroyed Wanted Commanders respawn in Sidewinders at prison colonies out in the sticks.

• Make their ships respawn at Dalton.

• Deny access to shipyards (or travel on anyone else's ships) until they successfully reach Dalton and reclaim their old ships.

Now that's a punishment. :D
 
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The solution to the large ship problem could look like this:

1. The wanted player is killed, He gets the rebuy screen as usual.

2a. The ship he rebought is parked at the last station he docked with before he was killed.
2b. Alternatively at a random nearby station with a large pad. This might be preferable as it doesn't encourage him to go back to where he was killed.

3. The player spawns in a borrowed sidewinder at the nearest penal colony.

4. The player flies his borrowed sidewinder to where the ship is parked and claims it.

5. The borrowed sidewinder vanishes. This is to prevent players who often die while wanted to have their maps spammed up with parked sidewinders.

I think that's a lot of things to change, so personally I'm in favour of a simple re-spawn at some fairly distant penitentiary institution. For the sake of simplicity of the solution. Nice ideas though.
 
Damn, I would love to see this happen. Also had an awesome idea (which of course includes the idea of walking around):


When a criminal gets killed and respawns:

1. Player spawns in cell that will open automatically.
2. Player walks to his ship and gets in.
3. Station will take player's ship outside and undocks. After undocking, the player will have no access to re-dock or loiter. If the player loiters the pad upon undock (within a certain amount of time), then the player will be either fined or tractor beamed out. If loitering becomes consistent, then the player could be kicked from the server (thus upon rejoining the player will be far away) or Police will warp in to settle the matter.

Jail stations should really belong in an area of systems where heavy police activity is present.
 
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I would love the option of busting someone out of a penal colony. If I have a python, why can't I blow a hole in a penal colony and free the inmates?
 
Hmm... Never mind 'optional'.

• Make destroyed Wanted Commanders respawn in Sidewinders at prison colonies out in the sticks.

• Make their ships respawn at Dalton.

• Deny access to shipyards (or travel on anyone else's ships) until they successfully reach Dalton and reclaim their old ships.

Now that's a punishment. :D

...Ship respawn at Hutton Orbital...
 
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+1 I like this idea a lot, it would give criminality added risk without being overly punitive on player progression.

What ship/rating the criminal player respawns in at the prison colony could be determined by the seriousness of the crimes they currently have on their rap-sheet (remember this from the DDF?). The most serious crimes like seal-clubbing would get them an E-D rated Hauler(loaned). Less serious crimes would make them spawn in a C-B rated Sidewinder or something like that.

The player would not be able to outfit this loaned ship so would have to get back to one of their own as quickly as possible.

There's probably also an opportunity here to let players become passengers to get back to one of their docked ships.
 
The solution to the large ship problem could look like this:

1. The wanted player is killed, He gets the rebuy screen as usual.

2a. The ship he rebought is parked at the last station he docked with before he was killed.
2b. Alternatively at a random nearby station with a large pad. This might be preferable as it doesn't encourage him to go back to where he was killed.

3. The player spawns in a borrowed sidewinder at the nearest penal colony.

4. The player flies his borrowed sidewinder to where the ship is parked and claims it.

5. The borrowed sidewinder vanishes. This is to prevent players who often die while wanted to have their maps spammed up with parked sidewinders.
This the most eloquent (as well as brilliant) suggestion to make it "Dangerous" for those who have 100's of millions (if not billions) of credits to simply re-buy and continue their wanton "griefing" of other players.

Talk about leveling the playing field. Wonder how a person who enjoys ganking inferior opponents/ships would feel about flying "naked" back to where ever they have to go to get their regular ship back.

And oh, add this to the mix:

6. They MUST make the journey in open. It is the prefered method of gameplay for "real" Elite Dangerous types.

Right?

I really wish I could rep you multiple times over for this suggestion. BRAVO,,,,,
 
Skyrim style prison would be interesting.

Not sure how you'd pull it off in a spaceship.
But you get given the choice to wait 30 seconds, and respawn in an unarmed Sidewinder, and be told where your ship is impounded(quite far away), all clean and above board.

Or, attempt to escape, in a random federal ship, from the penal colony, keeping all the bounty, (and then some more!) and galaxy wide wanted status. (should it matter to you.)
The escape should be difficult, and you're Kill On Sight. No rebuy until you reach any of your ships. Or outfitting/shipyards. Any scans near stations will cause then to open fire. Rep with the penal colony faction is instant hostile too. Death puts you back in the same prison colony with no escape option.

As to what the escape is, no idea. Lol

Ehh. Needs more thought.
 
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