Who is sending the security then?
Yea sure but then it's still gameplay > realism you just believe that the realistic choice is the better one for gameplay in this case.
I say it's stupid because I really doubt anyone would enjoy this game if it was really realistic.
I don't think we should remove solo and I do think crime and punishment, as in the crimes themselfs as well e the punishments to be revisited. I'm just not entirely sure what should be done apart from every profession in this game needs to be hit with some risk vs reward but I don't agree with most of these recent changes, like missile Vipers jumping in while you pirate destroying limpets and cargo (apparently they now send a conda and 4 eagles in high sec systems) while still piracy (at least PvP piracy paying like crap and generally being unrewarding with all the cheap logging and whatnot. I know it can feel very rewarding that you took someones power plant out but then you come to the cargo and while still somewhat satisfying you know it's nothing compared to what the trader makes in an hour. I also know it can feel very satisfying to avoid and escape a pirate or a blockader but sadly not enough people even give that a chance. I know even being pirated can be fun for both parties. Early on on the Xbox version people didn't log often and I made plenty of friends pirating and whatnot, now it's mostly filed with people of the cancerous mentality of "gotta min/max gotta get that A grade shields". So I definitely think PvP piracy, bounty hunting and all out war is a must for a game to claim to have a living and breathing universe. But if people want "special" consequences to killing a player but not an NPC then I think that we should have "special" rewards to "winning" (pirating getting a bounty or a voucher etc) over a player or else killing an NPC should have the exact same consequences as killing a player.
Now we are getting somewhere, thanks!
The factions which i worked hundreds of hours for would send security i think, but let's just leave it at that (lets agree to disagree on this part).
Your second paragraph addresses some valid points to which i can agree;
- One should be able to make some money by using piracy.
- One should be able to make a blockade, though i would like to see it being difficult to maintain the blockade.
I will come back on this later on in this post.
Combat logging is caused by;
1. People not wanting to lose anything at all, and will do it from the start.
I guess this group is rather small. If you can still make some progress while having a occasional loss, then most people will take the loss. The rest of them will go to a PvE group i think (nothing wrong with PvE btw!!!).
2. People who have lost a lot already, and are on their last resources.
I understand why they would combat log.
3. People who feel they don't stand a chance when they do not have a combat build.
I believe this is the biggest group, especially in the situation when you get pulled from supercruise by a wing.
4. People who have a cargo hold full of engineering materials and don't want tens of hours to go to waste.
I understand why they would combat log (it's just too tempting).
5. People who have been killed over and over again.
* When repeated player killing is reduced (piracy is not just destruction),
and piracy be made economical, then group 2, 3 and 5 will be less likely to combat-log. For this to happen a system has to be implemented which makes sure that killing for no reason is not economical. If it is not changed, then people will keep combat-logging (or disconnecting/block certain IP-adresses with applications like netlimiter).
* Group 4 is a small group (
i think!). If storage would be available, then people would have less to lose (and pirate less to gain since there is less cargo, so i admit this is a bit iffy)
* Group 1,.. well you can't have everything
Now, back to the piracy/profit issue. Let's assume all pirates agree to stop killing the other players on sight, and the other players stop combat logging since there is a big chance they can get away with some minor damage (
hallelujah, a miracle has happened). The pirate gets some cargo and makes a buck. The player keeps some cargo and minimizes the loss (i assume not all cargo would/should be claimed, but then again maybe i'm naive here). Every time the pirate robs only a certain percentage of cargo (10%?, 20%?), then security would increase slowly. Kill someone, or rob them clean, and the security would rise fast. This simple system would make it possible for both parties to earn some money with fun gameplay.
Am i sure it would work? Nope.
Do i think it would a an improvement? Absolutely!
Would i combat log to a normal pirate? Nope, i trade in a modded cutter which is armed to the teeth and shielded like the Bismarck (please dont shoot my rudder with a torpedo). If you can rip the cargo out of my hands, then it is yours.
Apologies to all, this post has become longer then i anticipated.
PS. does anyone know how to enable reply-notifications on this forum? Currently i have to check all topics of the previous day to see if i have gotten a reply (not really practical).