Crime and punishment

Absolutely not.

I often have a bounty of hundreds of thousands on my head at any one time, not a single credit of it from attacking other players.
There's no way to justify why I should be suspended from playing for pursuing legit Powerplay, BGS and RP activites.

Faster and harsher police response in high-security systems is a much better deterrent - that would actually make me think twice about where I commit a crime!

Someday I want to examine you with my KWS. :)
 
Absolutely not.

I often have a bounty of hundreds of thousands on my head at any one time, not a single credit of it from attacking other players.
There's no way to justify why I should be suspended from playing for pursuing legit Powerplay, BGS and RP activites.

Faster and harsher police response in high-security systems is a much better deterrent - that would actually make me think twice about where I commit a crime!

My thoughts exactly. The bigger the bounty the bigger the response from the police.
 

Goose4291

Banned
We used similar mechanics to this when building a lot of the coop server missions for ArmA like domination and evolution.

You'd be teleported into a holding cell and forced to listen to banana phone for a predefined term of time and limited trollish behaviour.

However two things
(i) this was the old ArmA community who were in favour of coop game play and pvp was frowned upon on such servers (unlike here)
(ii) it was possible to accidentally end up in the holding cells by accident (ie collateral damage from a HE round) so false imprisonment was a possibility.

People in favour of such a scheme need to think about the above two points and how the gel with the elite mechanics and playstyle of players in a open world sandbox game.
 
This won't help the current issue where no one can die unless one wishes to die. Aftermath consequences after the psycho gets blown up won't be enough to deter the crime.

Inconvenience must arrive the moment one commits murder.
 
If you kill another player you get a bounty on your head.

When you have a bounty on your head anybody can shoot at you.

You will also get attacked by the NPC police.

What is the issue you have with this system?
 
If you kill another player you get a bounty on your head.

When you have a bounty on your head anybody can shoot at you.

You will also get attacked by the NPC police.

What is the issue you have with this system?

It allows senseless killing that isn't properly punished and responded to.

NPCs aren't a threat, player being attacked most likely don't have an interest in PKing to begin with.
 

Goose4291

Banned
This won't help the current issue where no one can die unless one wishes to die. Aftermath consequences after the psycho gets blown up won't be enough to deter the crime.

Inconvenience must arrive the moment one commits murder.

Exactly right. Hence we ended up settling on a teleportation script back in the day
 
Check out the top 5 bounties posted at Robigo. The commanders listed there have bounties in many hundreds of millions. How long would they have to wait?

I'd be up for bounties surviving after you die unless a player killed you and collected it. Better hope they used a KWS. Add to this massive cop presence in non-anarchy systems.
 
It allows senseless killing that isn't properly punished and responded to.

NPCs aren't a threat, player being attacked most likely don't have an interest in PKing to begin with.

There is a punishment for killing a commander. A bounty is placed on your head and every other commander in the galaxy can kill you and claim your bounty. That sounds like a good punishment to me. Players are even rewarded for killing wanted players while the wanted player gains nothing in return. What is the issue here? Please help me understand.
 

Goose4291

Banned
This is why crime and punishment i can see usig the curre t mechanics should really only be integrated at one level: Your ability to dock at a station
 
There is a punishment for killing a commander. A bounty is placed on your head and every other commander in the galaxy can kill you and claim your bounty. That sounds like a good punishment to me. Players are even rewarded for killing wanted players while the wanted player gains nothing in return. What is the issue here? Please help me understand.

The fact that the victim(s) wind up at a rebuy screen for potentially tens of millions of credits while the transgressor gets a paltry 6k fine per kill, and can kill himself at any time via suicidewinder for about 30k, wiping the bounty and preventing anyone from collecting said bounty?
 
I have considered your points. So maybe the system doesn't start measuring the seconds until a player hits 4 figures, or 5 figures. Whatever. But even if it didn't, the bounty system stays the same from a time perspective. Keep your nose clean for a week and the bounty goes away. And even if you can't do that, Cmon, you get a 600k bounty for a whoops moment and what have you lost if you do get killed? 10 minutes of game time? One trip for a snack and you are back in game.

As to griefers: I am expecting their Ego would prevent them from clearing their save. They can't help but want to showoff (by way of bounty amounts on them) how much of a tough guy they are. And even if they did try, could the system be set so heinous crimes (killing an unwanted Cmdr) stay linked to the account?

I know their is no perfect solution. This is just a thought.

Being griefed is entirely a self imposed act especially in a game where the Devs went out of their way to give one choice to group or go solo.
 
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This won't help the current issue where no one can die unless one wishes to die. Aftermath consequences after the psycho gets blown up won't be enough to deter the crime.

Inconvenience must arrive the moment one commits murder.

And I submit that once the first example is set, it will have an effect on future occurrences.

I respect your opinion but it's pure conjecture.

Of course, the same applies to my proposal as well if it would deter wanton attacks against non wanted Cmdr's. I believe it would.

I do agree that the present system is a complete joke when it comes to addressing or responding to human players having their ships blown up.

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Being griefed is entirely a self imposed act especially in a game where the Devs went out of their way to give one choice to group or go solo.

So would getting a "time out" or going to "prison" for the offending pilot.


I am thinking their may actually be an increase in the level of participation in the "open" version of the game if crime and punishment had some better balance.
 
I have always thought this game had a perfect trinity. Traders, Pirates, and Bounty Hunters. The pirates prey on the traders and the bounty hunters hunt the pirates. The game might need some more tools for players to hunt down wanted criminals but the basics are there. Players can police other players. If you are being attacked by other commanders you can request help from the community. There is a lot of people that like to bounty hunt in this game.
 
I wouldn't mind this being added to Ironman if we ever get it (when a wanted player escapes death by ejecting he still gets caught and put in jail).
 
There is a punishment for killing a commander. A bounty is placed on your head and every other commander in the galaxy can kill you and claim your bounty. That sounds like a good punishment to me. Players are even rewarded for killing wanted players while the wanted player gains nothing in return. What is the issue here? Please help me understand.

Because it's almost impossible to catch a criminal Cmdr, let alone destroy it. Whereas inflicting damage/killing on a clean player is relatively much easier. It's simple balancing between action and consequence.

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And I submit that once the first example is set, it will have an effect on future occurrences.

I respect your opinion but it's pure conjecture.

Of course, the same applies to my proposal as well if it would deter wanton attacks against non wanted Cmdr's. I believe it would.

I do agree that the present system is a complete joke when it comes to addressing or responding to human players having their ships blown up.

It isn't conjecture when it's derived from in-depth experience. I think I know what I'm talking about when I say getting killed in this game is hard unless one wishes to be killed, especially for a PvP/Pk player.

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I have always thought this game had a perfect trinity. Traders, Pirates, and Bounty Hunters. The pirates prey on the traders and the bounty hunters hunt the pirates. The game might need some more tools for players to hunt down wanted criminals but the basics are there. Players can police other players. If you are being attacked by other commanders you can request help from the community. There is a lot of people that like to bounty hunt in this game.

If there were a system that forces criminal Cmdrs into Open and ping them on a map with a player-run bounty system, then sure, the system is balanced, but that is not the case.
 

Goose4291

Banned
Because it's almost impossible to catch a criminal Cmdr, let alone destroy it. Whereas inflicting damage/killing on a clean player is relatively much easier. It's simple balancing between action and consequence.

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It isn't conjecture when it's derived from in-depth experience. I think I know what I'm talking about when I say getting killed in this game is hard unless one wishes to be killed, especially for a PvP/Pk player.

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If there were a system that forces criminal Cmdrs into Open and ping them on a map with a player-run bounty system, then sure, the system is balanced, but that is not the case.

Imb4 "Don't force game modes on me based on my playstyle" arguments.
 
Because it's almost impossible to catch a criminal Cmdr, let alone destroy it. Whereas inflicting damage/killing on a clean player is relatively much easier. It's simple balancing between action and consequence.

It isn't conjecture when it's derived from in-depth experience. I think I know what I'm talking about when I say getting killed in this game is hard unless one wishes to be killed, especially for a PvP/Pk player.
By referring to your self, I agree. It would not be conjecture since the statement is based on your experience and abilities. If your referring to the rest of the Cmdr's in the game, then yes, it's conjecture.

And while it may be "hard" or "almost impossible" (your words) to kill an experienced Cmdr, it is possible.

From my experience, there is ALWAYS someone better at something than you. Maybe not today, or even tomorrow, but someday there will be.
 
By referring to your self, I agree. It would not be conjecture since the statement is based on your experience and abilities. If your referring to the rest of the Cmdr's in the game, then yes, it's conjecture.

And while it may be "hard" or "almost impossible" (your words) to kill an experienced Cmdr, it is possible.

From my experience, there is ALWAYS someone better at something than you. Maybe not today, or even tomorrow, but someday there will be.

There is no doubt in my mind that there are better skilled Cmdrs than myself, considering I'm a pirate, not a combat specialist. I can do the latter, but I don't focus on it.

However, where it isn't a conjecture is that anyone who stack up enough SCB/HRP and proper combat outfit equipment, a simple submit and high wake will void all skill there is. Skill is largely irrelevant in the success of destroying a Cmdr before one flees, it has a numerical limit. I can alpha as hard as I want, but if the enemy can tank for 15 second straight (which is easy to do), there is nothing I can do about it, absolutely nothing.

On top of that, don't forget FD doesn't punish combat logging seriously at all, therefore it remains an option many utilizes to avoid destruction.

Thus it is not a conjecture but reasoned argument that aftermath consequence of a ship's destruction is largely ineffective.
 
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