Heavenly Hammer's Heavy Handed How-To Guide To REAL Crime & Punishment In ED.

I think you should advertise the location of criminals, but I also think criminals should be able to salvage and refine destroyed ships like minerals for credits and to cover up their crime.
 
Keep insurance for everyone.
Someone had a good idea a few months ago, that you can "upgrade" your insurance to cover 99% of your rebuy. You pay a one-time fee, and the service grants you 99% of insurance for one-two weeks.

Apply this to the game, and grant one 99% insuranced rebuy every week to everyone who gets killed by a wanted player who isn't pledged to a power that's hostile to you, and isn't wanted himself... on top of it.

That would be an interesting change up for sure. +rep

I think you should advertise the location of criminals, but I also think criminals should be able to salvage and refine destroyed ships like minerals for credits and to cover up their crime.

That seems super cool.
 
The insurance angle is probably a good one as it gives the PK'er shooter / greifer types some risk to carry and something to think about before opening up. Could be implemented much simpler like double their rebuy cost for every PK up until the full cost of the ship. Or simply add the victim's insurance cost to their rebuy without a cap. Also increase Security to badger them with interdictions and strong NPCs - give them some danger. Scale the badgering based on the # of kills. A day will come when they will lose their ship, and a lesson will be learned. Fix the logging first though LOL!

There needs to be some sort of significant monetary impact here as that's is what should be at stake for the victim: the loss of cargo/credits if pirated when trading.
 
The insurance angle is probably a good one as it gives the PK'er shooter / greifer types some risk to carry and something to think about before opening up. Could be implemented much simpler like double their rebuy cost for every PK up until the full cost of the ship. Or simply add the victim's insurance cost to their rebuy without a cap. Also increase Security to badger them with interdictions and strong NPCs - give them some danger. Scale the badgering based on the # of kills. A day will come when they will lose their ship, and a lesson will be learned. Fix the logging first though LOL!

There needs to be some sort of significant monetary impact here as that's is what should be at stake for the victim: the loss of cargo/credits if pirated when trading.

Good point. Doubling or even tripling rebuy would be a decent disincentive BUT...not to CMDRs walking around with billions in the bank (like me). I think that's why the updated bullet:

"Once you've been killed by a clean CMDR, the full cost of your current ship + a re-admittance fee to the Pilot's Federation of X% of your current available balance is required. At which time you are fully reinstated to the Pilot's Federation and are eligible for insurance as per usual."

Is essential. Because it scales the pain proportionally to your bank account balance. 15% of your current balance feels bad no matter how much money you have, for example.
 

Arguendo

Volunteer Moderator
A very nice list Heavenly-Hammer! Duly repped.

I would add a few minor tweeks.

1. Security Forces need a major buff! As it is now, a fully engineered PvP-buils can shrug off 6 SecFor ships shooting at it, while the cmdr continues his/her killing-spree. I would like there to be an escalation, where one kill will get you standard SecFor response, but as the kills rack up it so does SecFor response. The end-game would be fully modded+ Elite NPCs with continous chain interdictions, that makes it impossible to remain in the system or the surrounding areas. Literally, the player needs to be forced out of the region.

2. I like the 20LY region, and I would like this to escalate with kill-counts as well. Starting off with system only, then expanding to nearby systems as the kill-count goes up. Rumour flies fast and all that :)

3. Escalating insurance cost. I don't think a single kill should warrant 0 insurance. It should however escalate to a point where there is no insurance to be had, just like insurance companies won't insure you if you keep wrecking your car every week. Add to this that you are locked to the ship you committed the crimes in (ie. no shipyard access if wanted for murder) until your bounty has been claimed, there will be one less loophole.

Again, impressive list...and nice formatting ;)
 
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The post regarding equal punishment for NPC's and CMDR's bring up a good point. It would have one code for everyone live or AI.

But,

NPC's just re-spawn, no past/future, exist for the instance so violation/punishment for NPC's has only a temporary existence . CMNDR's persist, so there is a difference. Punishment for players has lasting effect and is supposed to be a deterrent.

The C&P can't be cumbersome or entail masses of code. Criminal careers need to viable (pirating, assassinations, smuggling).

The issue we are dancing around are CMNDR's who are killing CMNDR's where the victim CMDR is an unwilling participant and suffers a loss. This should be a clean victim CMNDR, you have a bounty, all is fair.

IMHO, that is the issue to be hit with whatever "heavenly hammer" you want to wield. Easily said, hard to do but it is a focused response.

The other issue is re-balancing punishment, i.e., instadeath for a port parking violation seems a bit harsh.
 

Arguendo

Volunteer Moderator
The other issue is re-balancing punishment, i.e., instadeath for a port parking violation seems a bit harsh.
Unfortunately, that part is most likely implemented to stop players from using weaponless means to kill other players. There have been instances where a team of two kill another cmdr, using the mechanic you're talking about. 1 blocking the landing pad, while the other rams the cmdr to death. Without the lethal parking violation, this would quickly be the trollers preferred method.
 
I believe the issue with switching into cheaper ships can be solved by limiting bounty payouts to say 1/2 of ship rebuy value. That would mean that the wanted CMDR always loses more money than the killer gains and there is no money to be made by getting killed by friends. It would also mean that a CMDR can still be wanted after they died, if the bounty payout was limited and didn't clear the whole bounty.

However, this proposal seems too harsh towards players who got into an accident or got trolled by suicide rammers. Accidents do happen and I don't feel it's fair to have someone pay the full price of their ship + some extra. For most CMDRs this would mean instant bankruptcy. IMO there should be some longer term tracking (criminal record) and escalation of punishment, so that first offence uses something like current version and only repeat offenders (e.g. more than 1 kill in a week) get the harsh treatment.
 
Good point. Doubling or even tripling rebuy would be a decent disincentive BUT...not to CMDRs walking around with billions in the bank (like me). I think that's why the updated bullet:

"Once you've been killed by a clean CMDR, the full cost of your current ship + a re-admittance fee to the Pilot's Federation of X% of your current available balance is required. At which time you are fully reinstated to the Pilot's Federation and are eligible for insurance as per usual."

Is essential. Because it scales the pain proportionally to your bank account balance. 15% of your current balance feels bad no matter how much money you have, for example.

If that was the case I would just buy Anacondas and A rate them (losing only 10% of the hull cash) and keep my liquid cash balance low. If I ever wanted anything I could just sell modules.
 
My rather simple, and more the forward solution:

Clean player kills add a Pilots Federation bounty on you which although you are still only wanted in the system you committed the crime, a KWS will reveal the extra bounties. This added bounty is 3x the bounty of the one you got in system, but this one stays on file for 2 weeks and upon destruction, that Pilots Federation bounty is added to your rebuy.
 
Upon further reflection, this bullet needs work


  • WANTED CMDR looses access to Insurance. Insurance is currently provided by the Pilot's Federation. For the duration of time you are wanted by the Pilot's Federation, all rebuys will cost the full price of the ship your ship.


I feel like it's still too easy to just switch to an Eagle and tempt a clean CMDR to kill you, after which you can go back to terrorizing CMDRs. Maybe the time involved in doing all that is enough of a way to discourage the behavior, but I'm just not sure. If it isn't, I'm not sure how to make this one bite without losing its teeth if/when said criminal switches to a Sidewinder.

Does the cost of rebuy become the value of the ship you killed the CMDR in regardless of which ship you finally die in? Is there perhaps a set minimum additional cost in addition to the rebuy for the ship you're currently in that is required as a re-entrance application fee to the Pilot's Federation?

Maybe instead of a flat price, that fee is a % of your current balance! I bet THAT can be made to sting proportionally.

So maybe it becomes:

  • WANTED CMDR looses access to Insurance. Insurance is currently provided by the Pilot's Federation. For the duration of time you are wanted by the Pilot's Federation, all rebuys will cost the full price of the ship. Once you've been killed by a clean CMDR, the full cost of your current ship + a re-admittance fee to the Pilot's Federation of X% of your current available balance is required. At which time you are fully reinstated to the Pilot's Federation and are eligible for insurance as per usual.

Yea, I'll add that version to the OP. I'm not sure and fatigue is making me not think clearly (almost 6PM here in Miami and I haven't eaten yet today).

Just on this I am wondering if it is not better to have a wanted cmdr have to pay the insurance on a destroyed non wanted cmdr..
 
Needs some refining but some great stuff there OP, +rep
You do realize this is never going to happen, right? :)
But I really wish it would..
 
Unfortunately, that part is most likely implemented to stop players from using weaponless means to kill other players. There have been instances where a team of two kill another cmdr, using the mechanic you're talking about. 1 blocking the landing pad, while the other rams the cmdr to death. Without the lethal parking violation, this would quickly be the trollers preferred method.

Human imagination to create mayhem never ceases to surprise me.

Everyone suffers because of the actions of a few, no wonder I play solo.

And the way this microcosm of a game mirrors RL is really quite striking, somebody could base a PhD dissertation on this phenomenon.
 
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No difference between NPCs and CMDRs regarding combat logging. Also. How can you log 7 times in a chain of bans that lasts longer than 120 days?

Also, I don't like that insurance part. Imagine I am a federal supporter and kill imperial CMDRs. Not only would my work bbe highly appreciated by the feds but I most likely would vet a bonus on top. I could imagine that tuey would happily help me inn case I lose my ship.

Then again, I think 20LY radius is too low. Deny any station that is controlled by the minor or major faction.

Also, when someone combat logs they simply go to solo/private so their ban/warning time will expire. It won't help the problem at all. Either make them stay in open to play there atleast a couple of hours or ban them from open right away.
It should not only be equal against NPCs but even stronger. While PvP is something that can only happen in open and eventually private, solo is soley for PvE. That said, open and private are also for PvE. So if logging is done in PvE deny access to any PvE mode, basically every mode. Losing the ship against players or NPCs is the same. The aim is to stop them logging or pay the credits for their failure.


Other than that I really like the idea of player bounties with ingame penalties. Especially when it comes to superpowers.

Btw, what is meant woth reduction of the insurance to 5%? It is already 5% isn't it?
 
Just on this I am wondering if it is not better to have a wanted cmdr have to pay the insurance on a destroyed non wanted cmdr..

I mentioned it elsewhere I think, but I don't believe this will be enough of a deterrent. Consider:

- Most CMDRs into serious PvP, Ganking and Griefing are sitting on a billion or more credits.
- Most ships they target have rebuys less than $3 million

For them, causing you frustration is worth the pittance of a few hundred thousand or even a few million credits. Plus, the ganked CMDR still suffers additional losses in the way of any bounties or cargo he was looking to turn in or sell. Any incomplete missions may be lost.

So while I'd be okay with the ganker paying a the aggrieved CMDRs insurance bill, I think the other stuff probably needs to remain. Otherwise, not enough financial disincentive. IMO, anyway.
 
First off, great post. Rep for you! There are parts I agree with, parts I disagree with, and parts I think need to be tweaked slightly. First, I'll dissect the parts I agree with.

  • Special WANTED tag that gets a special/distinct color that appears in ALL systems. This is because you are not just wanted by the system where the crime was committed; you are wanted by the Pilot's Federation itself.
  • WANTED CMDR is in effect wanted by 2 factions, both of which will pay the CMDR who kills the WANTED target to collect the Bounty reward. The local system bounty will go dormant in 7 days as normal. The Pilot's Federation bounty and penalty phase will expire in 21 days or if a clean CMDR collects your head. It cannot be paid off.
  • Bounty on CMDRs WANTED for CMDR murder increases exponentially based on number of CMDRs killed. Bounty is applied by the Pilot's Federation and can be redeemed in any station.
Makes sense. I would add that the bounty should not clear on death either. In this case 21 days might be too long. Keep it at 7 or 14 days max.

  • Lost standing with superpower if murdered CMDR was pledged (PowerPlay) to a faction within a superpower. OR lost standing with every superpower the CMDR was ALLIED to. Eg. if you kill a CMDR pledged to Hudson, you lose a significant portion of your current Federation standing.
  • Special WANTED tag doesn't apply until a CMDR has been killed. Assault will not trigger the upgraded WANTED flag.
Sounds good.

  • Running over SLFs at docks will not trigger WANTED status anymore.
  • Safe flight speed around docks is raised to 150m/s. This is to prevent griefing. Very few ships go faster than 150m/s with the gear down. Higher than that and you deserve what happens next if you kill a CMDR trying to grief. 150m/s is generous.
This 1000x!!!. These two need to happen. 150m/s speed limit would be perfect and getting wanted for destroying unmanned drones is ridiculous.

  • Allow DO NOT REPORT CRIMES AGAINST ME to also prevent giving someone the new WANTED flag. Sanctioned CMDR combat (having don't report turned ON should mean you are open to whatever comes your way) should be all good with the Pilot's Federation. Add a special symbol next to the CMDR name so that a scan will immediately reveal if they have this on or off. Flag cannot be changed during interdiction or for 10 minutes after combat ends (to prevent griefing).

Well thought out idea here. This will be helpful in friendly PvP as well, as somebody always forgets to turn it off. I don't think I've seen it get to the point where someone was killed with it on, but some kind of pardon system would be useful. Something where the player killed can pardon the player who killed them.

  • Wanted CMDRs killing Wanted CMDRs adds no additional length to their penalties.
  • Killing more Clean CMDRs refreshes the length of all aforementioned penalties.
  • Pilot's Federation reduces Insurance coverage cost to 5% for any CMDR that dies to a previously WANTED CMDR. (this is to slightly reduce the punishment for dying to a criminal while further incentivizing bounty hunter CMDRs to go and try to get the kill on them).
IF CMDR MURDER HAPPENS IN ANARCHY SPACE

  • Not a damn thing.
    No additional crime tag is given.
    Pay attention to what back alley you decided to drive behind, nub
    Get rekt
    GG git gud

All good ideas here and agreed.

Now for the things I don't agree with and the parts that may need some tweaking.

  • Prevent players WANTED for killing clean CMDRs from docking at any nearby stations (maybe in a 20LY radius). Expiring in 7 days. This cannot be removed by being scanned and killed. This means that you become unable to dock at any port, surface station, or outpost within 20LY of the system you murdered a CMDR in. This restriction should NOT apply to Anarchy systems.
  • Prevent ship transfer to or from any station within a 15-20LY radius around the incident location. If your ships are all docked nearby, you will not have access to them for 7 days. This cannot be removed by being scanned and killed. This restriction should NOT apply to Anarchy systems.
  • Significantly increase aggression from police NPCs in the ~20LY radius around incident system. WANTED CMDR should not be able to sit in Supercruise in a system with any Sec level for more than 60 seconds before being interdicted by authorities (scaling between Low/Medium/High). Security should respond within 10-20 seconds to a WANTED CMDR interdicting another CMDR in any Low/Medium/High Sec system (again, scaling). This interaction does NOT apply to Anarchy systems.
  • WANTED Player loses access to Shinrarta Dezhra and all systems Pilot's Federation controls until Bounty is claimed by another CMDR or the 21 day penalty period ends.
  • WANTED CMDR looses access to Insurance. Insurance is currently provided by the Pilot's Federation. For the duration of time you are wanted by the Pilot's Federation, all rebuys will cost the full price of the ship. Once you've been killed by a clean CMDR, the full cost of your current ship + a re-admittance fee to the Pilot's Federation of X% of your current available balance is required. [yesnod] At which time you are fully reinstated to the Pilot's Federation and are eligible for insurance as per usual.

Overall, I feel these penalties may be too severe. We don't want to eliminate criminal activity completely. We just need the tools to allow players to police it themselves. The system security should behave the same whether a player or a NPC is killed. The docking ban could work, but it should only be at stations where the bounty issuing faction is in control, not just present. I think the Founders penalty is too much, unless of course the crime occurred in Founders, in which case it would apply like the example above. Also, the loss insurance loss is too penalizing. It doesn't work when you get up to the larger ships. Imagine a 1 billion credit rebuy in a Cutter or Corvette! Instead, the rebuy cost should be multiplied based on the number of clean ships killed. 4 times the rebuy cost should be the max, plus the value of the bounties accrued. However, the way I envision bounties working, they couldn't simply die and pay this off. This increased rebuy and bounty would have to be payed every time they are killed for the duration of their bounty, be it 7 or 14 days. 7 days from their most recent crime would probably make the most sense, since that's how it is now.

  • WANTED Player bounty CANNOT removed BY a CMDR that is (or has been) registered as friend in the last 180 days. Extended to any friends of friends. (purpose here to prevent having friends to simply kill you to remove the special WANTED status and bounty)

I don't know how this would be implemented, but it would be solved by my method above. They would have to pay the more expensive rebuy plus the bounties, and their bounty would still remain for 7 days. In no way would dying help the criminal. His wanted status and bounties would remain. One problem (or benefit) is that it could be used as a means of transferring credits between CMDRs. But the player being killed would be paying the bounty to the other player plus their rebuy, so I don't see this as being a problem as it's not 'free' money.

A few other things not mentioned. There needs to be a way for bounty hunting CMDRs to track wanted CMDRs. The should be a galaxy wide bounty board available at starports detailing the name, crime, location, bounty value, and ship type of the wanted CMDR. This board could even be made available in a bounty hunter's ship if they have a KWS equipped. One other idea I had, is for CMDRs to be able to defend stations from wanted CMDRs and NPCs without being fired upon and destroyed by the station. A requirement for this could be allied status with the controlling faction, but it should be implemented for CMDRs who roleplay security forces and for those who are involved with minor factions through the BGS.

I think that covers everything. I hope I didn't leave anything out.
 
Good post. A heavy handed approach is going into the right direction. I hope this will be counterbalanced by some new opportunities and objectives for PVP; that's for FDev to sort out.

On the 20ly no-docking radius: probably not enough. Maybe this can be tied to the jump range of the offending ship. A distance of four to five jumps is probably enough of a deterrence.
 
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