How about PvP missions - hostile factions should take out a hit on me

So, as background, I've only ever become hostile to one minor faction. That was the Fedmich Mafia, during that CG a while ago. They sent me a message saying that a representative would be around to discuss the situation with me and, sure enough, a short time later I was interdicted by an incompetent buffoon who didn't even last long enough for the cops to show up.

But recently I thought about this a bit, and... wouldn't it be neat if factions would offer assassination missions against other players towards whom they are hostile? They take out hits on NPCs all the time, why not other players? For anyone crying about no I don't want PvP, I personally don't like PvP either, but think about this for a minute. 1. You have to actively work at making a faction hostile. It is, for all intents and purposes, impossible to do it purely by accident. 2. Of all the tens of thousands of places a player can dock, they have to find one of the very small handful that would even offer this mission. 3. Illegal actions are still illegal, even if you're doing them for a mission. 4. It's a big galaxy, and the other player still has to find you... 5. I checked my rep with the Fedmich Mafia not long ago and apparently hostility doesn't last forever. Eventually your rep will rise to "we still hate you but we don't actively want to kill you" levels. So if you can hide for long enough you're safe.

Thoughts? Interesting? Stupid? I should just shut up?
 
Quite a nice idea, the challenge is this not being a form of abuse.

I think that having a way for players to hunt other players for bounty, plus a way that players can get bounty (ie. good in game piracy capabilities) would be a great addition.

A rep system so you know that CMDR Braben is a top player bounty hunter would add to experience.

The challenge is that players with a bounty, or a contract on them, can just drop into private or solo play and avoid the hassle.

Either something like player based bounties lock you into open until cleared (the opposite of shadow ban), which only affect private and open players as solo players willl never incur a player kill bounty. Allowing you to hunted and for hunters to track you down.

The issue with players placing a contract on another player is that is so open to abuse, so I would keep it as in game factions getting annoyed, or player action incurring an Open bounty.

If players who want to track down bounty ridden players select a menu option in galaxy map to show all wanted players, they can then set a flag on a player they want to hunt, which would act as a style of winging so servers will try and instance hunter and hunter on same server, so when they are in system they appear in same instance.

I am sure based in the skills of some of the PvPers there will be notorious players with massive bounties as well as feared bounty hunters that have a number of player kills on their tally.
 
The idea is good and was asked a lot when elite released but that idea died after people realized that the game use p2p and how easy combat logging is. The game use p2p and instancing is what it is, there is no mechanics to track players. A lot of work they would need to put in, a lot of planning and designing. They probably won't put in that effort as that kind of effort hasn't gone to other game play elements. Their multiplayer stuff isn't that great, so i don't think they could make good player hunting stuff or it would be full of game play issues.
 
PvE play which results in a minor faction disliking you should not attract and justify potentially unwanted PvP. I'm all for having systems in place which provide in-universe reasons (and mechanics) for PvP players to hunt each other, but the target of a PvP assassination mission needs to have become a target through doing something which indicates a desire for PvP interaction.
 

Deleted member 115407

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PvE play which results in a minor faction disliking you should not attract and justify potentially unwanted PvP. I'm all for having systems in place which provide in-universe reasons (and mechanics) for PvP players to hunt each other, but the target of a PvP assassination mission needs to have become a target through doing something which indicates a desire for PvP interaction.

Well, how about PvP interaction? Kill someone and force them to fail their mission, and you become the new mission?
 
Well, how about PvP interaction? Kill someone and force them to fail their mission, and you become the new mission?

I have no issues with that. If somebody kills another player (for a good reason or not) then they obviously like PvP and won't mind being involved in a PvP mission system. I just don't want to see PvE players being made into unwilling content for PvP missions.
 
I want a contact at Station Traffic Control that I can bribe.

"I'm looking for a certain CMDR James Holden. Might have been through here in the last couple of days. Probably aboard a ship called the Rocinante. Civillian Markings, but a lot of weapons. I would be happy to make a donation to the Traffic Controller's Retirement Fund"

Yes. Yes, I would.






And Tracker Limpets.
 
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Love it!

However for this to work we need people to want to play in open and be a part of it.
For that to happen I think the penalty for being beaten in a PVP fight needs to be looked at, to find a way that works for most players.
 
PvE play which results in a minor faction disliking you should not attract and justify potentially unwanted PvP. I'm all for having systems in place which provide in-universe reasons (and mechanics) for PvP players to hunt each other, but the target of a PvP assassination mission needs to have become a target through doing something which indicates a desire for PvP interaction.

Why not? If you're already in open (the mixed mode with both PvE and PvP), that's already enough justification for Frontier. If you are in solo obviously you cannot get PvP'd and in a PG just make rules against it, simple.

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Yea I've suggested something along those lines too OP. Hope to see it implemented but I doubt it.
 
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I don't PvP, so I don't know how viable this idea is.

A PvP CG. A planetary base needs to be defended from an incoming attack. You sign up as an attacker or defender. PvP kills are the combat bonds you can hand in during the CG and there's destroyable stuff to be defended.

An issue is instancing. When an attacking wing doesn't end up in an instance with defenders, they can destroy at will. This goes for most PvP scenarios which go beyond: kill the other guy.

So ... that wouldn't work. How about a simple free for all?
 
I don't PvP, so I don't know how viable this idea is.

A PvP CG. A planetary base needs to be defended from an incoming attack. You sign up as an attacker or defender. PvP kills are the combat bonds you can hand in during the CG and there's destroyable stuff to be defended.

An issue is instancing. When an attacking wing doesn't end up in an instance with defenders, they can destroy at will. This goes for most PvP scenarios which go beyond: kill the other guy.

So ... that wouldn't work. How about a simple free for all?

PvP only CG? Mobius.com would explode.
 
Would tie in neatly with a karma system/updated C+P, but we really need some bounty hunting development at some point...
 
Na, they're not as immature as their counterparts :)

Didn't some Mobius players orchestrate some attack on some PvP groups system through the BGS and only staying in Mobius? Sounds comparably immature as to what the SDC does.

And remember when the forums cried about the ruins puzzle only being possible to do in open which wasn't even true?
 
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