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

I would like to make it bit simpler myself.

Basically have a karma system, it can be point based or name based.
When ever you get caught doing something wrong you get negative karma, if you do something good, you get positive karma.
CMDR murder give you worse negative karma, then npc ship murder.

The worse your karma is the more severe the treatment will be from the security services and stations. If it gets too bad, then it will be a kill on sight from the security forces.
Obviously this has no effect in anarchy systems.

While this will not eliminate griefing or Commander Murder, it will be a deterent.

There will be ways of increasing your karma as well, by doing certain missions and bounty hunting.


We also need more Rankings to make them more interesting.

Have a tab for the Pilots federation which has your basic three for Trade, Combat and Exploration.

Then have another 3 for criminal activities such as Smuggling, Pirating and Assassination.

Maybe have another organisation that gives out insurance, such as the Pirates Cabal or somehting similar.
If your Karma gets too bad, then the Pilots Federation won't pay for your insurnace, but the Pirates Cable will instead.

After ship destruction you will be spawned into the nearest Anarchy station.


Would be good if there where pirate stations around that only people with negative karma could land at. Some of these could be in low-med security areas.
 
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Just another suggestion, but why not make bounties higher depending on certain details of the matchup. Killing a harmless pilot in a hauler should net a monstrous fine whereas taking down an elite pilot in a combat fit fdl should net a far smaller one. In order to keep them from exploiting this, stop having these fines mechanically tied to ship destruction (or if they are tied to ship destruction, have it as a part of the rebuy process). The pilots federation shouldn't be paying these bounties, the rule breakers should. No suicidewinder excuse. The fine lasts until it is payed and it must be payed on rebuy or have equivalent assets revoked.
 
Just another suggestion, but why not make bounties higher depending on certain details of the matchup. Killing a harmless pilot in a hauler should net a monstrous fine whereas taking down an elite pilot in a combat fit fdl should net a far smaller one. In order to keep them from exploiting this, stop having these fines mechanically tied to ship destruction (or if they are tied to ship destruction, have it as a part of the rebuy process). The pilots federation shouldn't be paying these bounties, the rule breakers should. No suicidewinder excuse. The fine lasts until it is payed and it must be payed on rebuy or have equivalent assets revoked.

Not bad necessarily, but it feels redundant. I feel like there are enough disincentives in what has been proposed to make a CMDR really think hard about killing a random Hauler, you know? Loss of docking, heavily increased interdictions, temporary loss of all rights & privileges associated with membershiop in the Pilot's Federation (loss of insurance coverage, Founder's World access suspension), and lost status/standing with any major powers to which said Hauler was an Ally to. Plus a large bounty on your head and a scarlet letter on you until killed by a clean CMDR unassociated with you or your friends. Then the % of current credit balance to regain admission into the Pilot's Federation.

That's a lot of consequences just for a Hauler kill.
 
Great discussion, I have been thinking about these issues a little bit over the last few days and have come up with a solution that builds on the initial ideas HH, Bang Theory and has a karmic quality with out being a full on Karma bolt-on that the Devs will hate.

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.

Like the idea of this. Would make bounty hunting more fun as you could hunt wanted CMDR's. CMDR's who are hell bent on mayhem would have something else to think about, probably make the game more interesting for them aswell. A sort of natural justice would breakout.

1) Have a Pilots Federation (PF) Reputation scale, Esteemed-Good-Neutral-Bad-Notorious which is governed by CMDR's.

If CMDR A is attacked and destroyed by a CMDR B (i.e. first to fire), CMDR A can optionally mark down the aggressor's PF REP -1 (CMDR A may not want to negatively affect CMDR B's REP, e.g. fair fight, I was asking for it etc.). Reputation downgrading can be administered from the Destruction/insurance/buy back screen, after your ship has been destroyed. CMDR's gain a positive PF REP boost if they destroy another CMDR's with a Bad/Notorious REP (+1/+2 respectively). Therefore allowing negative REP CMDR's to “redeem” themselves by destroying other negative REP CMDR's (dog eat dog). Only Neutral – Esteemed REP CMDR's will have the option to down grade opponents REP after destruction. In certain situations such as combat zones or [Power] Agent v [Power] Agent then this would not apply as CMDR's have signed up to a dangerous occupation.

Example PR REP table (variables illustration only! Frontier will have their own way for calculating Reputation, with Power & faction Reps).

Esteemed = >50
Good =10 to 49
Neutral = 0 to 9
Bad = -1 to -24
Notorious = < -25

Example scenarios:-

(a) Welcome to the jungle! CMDR Noob [PF REP = 0] is attacked & destroyed by CMDR Griefer [PF REP = -24] for no apparent reason. CMDR Noob downgrades CMDR Griefer -1 PF REP, therefore CMDR Griefer has (PR REP= -25] acquired a Notorious PF REP.

(b) Take that! CMDR Respectable [PF REP = 3] is attacked by CMDR Badboy [PF REP = -3]. CMDR Badboy comes of worst and is destroyed. CMDR Respectable gains +1 to [PF REP = 4], whilst CMDR Badboy remains at [PF REP = -3].

(c) All in a days work! CMDR Bounty Bob [PF REP = 22] attacks & destroys CMDR Oddjob [PF REP = -26]. CMDR Bounty Bob gains +2 [PF REP = 24], CMDR Oddjob remains [PR REP = -26] but cannot downgrade CMDR Bounty Bob as he has a negative PR REP.

(d) Eagles at dawn! CMDR Flash [PF REP = +10] has altercation with CMDR Cocksure [PF REP = +7] about a new paint job. Both agree whatever the outcome they won't down grade PF REP's. CMDR Cocksure attacks and destroys CMDR Flash. CMDR Flash honours agreement and applies no change CMDR Cocksure's PF REP.

(e) Bleeding heart! CMDR Dastardly [PF REP = -55] attacks & destroys CMDR Mutley [PF REP = -13] for a laugh. CMDR Dastardly receives +1 [PF REP = -54]. CMDR Mutley remains [PF REP = -13].


I am open to suggestions on other methods to gain positive PF REP other than taking out Bad and Notorious CMDRs. Maybe could have a time factor by dividing [PF REPtf = PF REP/hrs played], the PF REPtf would, over time converge to zero, if no further Kills positive or negative took place.

2) Have a Pilots Federation "Most Wanted" (MW) board of the Online CMDR's with the most negative PR REP's.

This is accessed in stations, with the top 100 (or suitable number) of the online most bad/ notorious CMDR's. With some associated intelligence, such as [NAME], [PR REP], [LKL Last Known Location], [TIME SCANED] & [PF BOUNTY]. Could also have ship type and wing strength etc. This table is updated in real-time or regularly (every n minutes) based on ship scans by NPC, stations & CMDR's, with crime reports activated in security systems. CMDR's/bounty hunters could request an intelligence feed to their message panel and Galaxy Map of a small number (1-10) of the "Most Wanted" CMDR's they are interested in.

This would make bounty hunting viable for PvP and keep the "Most Wanted" on their toes, without being too unbalanced against them. It would give every CMDR some measure of consequence for their actions. Accumulation of bad REP would act like karma. Therefore act as some sort of deterrent from the casual ganker, griefer, whilst providing more meaning to gaming for the hardcore Bad Boy CMDR's, as being the PF enemy no.1 would be an achievement of sorts. Whilst Bad/Notorious CMDR's would genuinely have some consequences for their actions and have to plan their moves more carefully.

The PF REP would work in a similar way to Power/Factions REP system, hopefully making it more likely to be adopted by the Devs. Having said this the crucial difference is that it is administered by the players themselves. System security is a matter for the powers/factions, this will continue to be administered by the game NPC's. PF REP stays with you even after destruction but your bounty pot will be shared by the successful bounty hunters. Normal bounty hunter rules apply e.g. KWS before attacking to gain all bounties etc.



3) CMDR's can place bounties on other CMDR's through the Pilots federation.

Separate and in addition to fines and bounties from powers/factions. This would add to the incentives to bounty hunters and add to the consequences to the "Most Wanted". I know some CMDR's will get a bit silly but unless you are in the "MW" your locations will remain unknown, only exposing CMDR's to local CMDR's with KWS. In general I think this would be not abused, if so perhaps the issuing of bounties could only be done after destruction similar to the issuing of minus REP points. Perhaps CMDR's can pay-off bounties if they have a neutral or positive REP but not if negative.

4) NPC Power/Faction crime & punishment tweaks. Power Agents can be an "FBI" type organisation.

A similar "MW" board system could work for Powers and Factions in parallel to Pilot Federation REP board in stations. Power/faction "Most wanted" boards could be up in stations controlled by Powers and factions, providing more bounty hunting opportunities. In addition to this a Power's Agents could act like the FIB, NPC agents could be sent out to hunt down, spy and attack the "MW" in their power's space, and possibly some forays in anarchy or rival powers aswell. The NPC agents could be dispatched in proportion to the Notoriety of the “MW” CMDR's. For example public enemy No.1 might have to deal with 10 NPC Agent incidences per 5 hours, whilst public enemy no. 100 might just have 1 per 10 hours.

If a CMDR has friendly or allied Power/Faction REPs security scanning would not be sent to Pilots Federation "MW" board, thus reduce risks in friendly area's, if neutral to hostile/bad then this will be shared as intel. Neutral and negative Reps would have security scans would be passed on to the PF & relevant Power/factions “MW” boards as intel.

CMDR's that have signed-up to a power could have more styles of play opened up to them, in addition to delivering diplomatic material. Being the eyes and ears supplying intelligence whilst on their travels. Attacking rival Agents and Wanted NPC a like. Hopefully this would open out the potential for buccaneering (Power sanctioned piracy) against rival powers. Depending on a CMDR's various REP,s would make him/her vulnerable it other jurisdictions. Perhaps fending off rival Power raids based on intelligence from the “MW” board or tracking NPC's hostile to the your power might be more potential.

Have two categories (A &B) of crimes, relating to their severity. Cat A could be reserved to serious crimes e.g. attacking ships, murder, this would be punishable by destruction as normal. Cat B for less serious crimes, e.g. speeding, where a fine would be sufficient. Is it right that a speeding fine means your are attacked be NPS security? However, if a Cat B fine is not paid of with a certain time frame them I would increase the fine, perhaps after so many increase then this could be classed as a Cat A offence.

Docking Privileges in non-anarchy systems would have a certain risk (proportionally) to it aswell, for the “MW” or hostile to controlling faction. Perhaps docking and facility privileges could be blocked in some cases also. If a hostile power agent with a negative Power REP does not have full station privileges, let say no access to repair and restock etc.

Hopefully the above measures could even create emergent game and more meaningful PvP and power faction dynamics without being too cumbersome to implement.

5) Insurance or buy back cost should be a bit more nuanced than it currently is.

Insurance is probably the most effective way to "punish" players. If the Pilots Federation insure commanders, then why not base the calculation on PF REP factor (Rf) and Claim rate (Cr) see below, could also factor in Rank discount (Rd).

Insurance calculation Factors
i) PF REP factor (Rf) scales from [0.01 to 1] "Esteemed" to "Notorious" respectively, e.g. "Esteemed" = 0.01; "Good" = 0.05; "Neutral" = 0.1; "Bad" = 0.5; Notorious = 1.
ii) Claim rate = Total number of claims/time played (hrs). CMDR's that make less claims are rewarded for their piloting skill and ability of not dying. This could be amended to exclude claims made through Combat action. i.e. (Total number of claims – number of combat claims)/time played.
iii) Rank discount based on Pilot Federation rank, higher ranks have bigger discount e.g. (Elite = 0.25; Mostly Harmless = 0.01).
iv) I = Insurance or Ship Buy Back Cost. Ship cost (Sc) is the total cost of ship + modules etc. that were destroyed.

I = Sc * (Rf + Cr - Rd)

Example a :- Mostly harmless CMDR in 1,000,000 crd ship, with neutral REP (Rf = 0.1), played 50 hours claimed 5 times (5/50 = 0.1); Ranked Mostly Harmless (Rd = 0.01);
I = 1,000,000 * (0.1 + 0.1 - 0.01)
I = 1,000,000 * 0.19
I = 190,000


example b :- Elite CMDR in 55,000,000 crd ship, with notorious REP (Rf = 1), played 250 hours claimed 58 times (Cr = 58/250 = 0.232); Rd = 0.25.
I = 55,000,000 * (1 + 0.232 - 0.25)
I = 55,000,000 * 0.982
I = 54,010,000



The values to the various factors involved in the insurance calculation can obliviously be tweaked.
Having an insurance system that rewards positive behaviour and "good" piloting ability and penalizes negative behaviour and "bad" piloting. If signed-up to power/factions or involved in a combat zone or a Power's agent perhaps a further discount could be subsidized by power/faction.

I would not insure mods or materials, so they are lost as these are unique, it would also level out benefit of having mods against not having them. I know there are a whole set of issues regarding mods this just a personal preference.

6) To make some of the above points workable I would separate out playing modes i.e. OPEN, PRIVATE, SOLO.
Treat them as parallel universes, so ships, mods, credits are all separate. Changing modes starts you in the place you left on in that particular mode etc., nothing transfers. This is to stop CMDR's just changing modes to allowing them unfairly escape. If combat logging is deliberately disconnecting to avoid destruction then simply allow a reasonable number per unit time e.g. 3 month. Any more than that which is definitely not a server issue goes down as ship destruction for the disconnected player.

Anyway Sorry it was a bit long. hope it adds to the discussion.

cheers
 
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This whole issue regarding C&P really centers on what can FD do with it's hardware/software to implement suggestions.

Does anyone really know what they are able to accomplish? Can it be comprehensive as HH as proposed or does it have to be scaled back due to constraints we may not be privy to?

Everyone has an idea on what should be done, combined is a fairly large flow of information to be digested. By the number of times C&P comes up for discussion and the time spent in giving it thought, players certainly think it is overdue.

One other observation, today, while in a HICZ, I got a server disconnect. My internet DID NOT go down, it was on the FD side, I got re-logged immediately. To enforce those instances as CL I think would be counterproductive. FD's system isn't 100% reliable and it would be ignoring what connectivity reality is really like, never perfect, to "hammer" players during those occurrences.
 
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That's all really great suggestions, but do u realise how much effort would that take from FD to program/design all this?

Chances of even 1/10 of it happening with current delays/pace/bugs - ... well u know.
 
This whole issue regarding C&P really centers on what can FD do with it's hardware/software to implement suggestions.

Does anyone really know what they are able to accomplish? Can it be comprehensive as HH as proposed or does it have to be scaled back due to constraints we may not be privy to?

Everyone has an idea on what should be done, combined is a fairly large flow of information to be digested. By the number of times C&P comes up for discussion and the time spent in giving it thought, players certainly think it is overdue.

One other observation, today, while in a HICZ, I got a server disconnect. My internet DID NOT go down, it was on the FD side, I got re-logged immediately. To enforce those instances as CL I think would be counterproductive. FD's system isn't 100% reliable and it would be ignoring what connectivity reality is really like, never perfect, to "hammer" players during those occurrences.

On combat logging, I am not sure but FD might have a reasonable idea when the fault is at there end and of the user, probably just an error code will tell them. In the instances you describe, this would not go down against the CMDR.

That's all really great suggestions, but do u realise how much effort would that take from FD to program/design all this?

Chances of even 1/10 of it happening with current delays/pace/bugs - ... well u know.

Yes both of you make valid points, I completely agree with you both. Elite Dangerous as a game is a mammoth undertaking for the developers, the game is been built piece by piece with each update and release. Who knows FD might have something planned on C&P already just to release in the future. I think the point of the discussion and forum in general is to raise issues and hopefully thrash things out and suggest solutions. Maybe some of the ideas on the various threads regarding C&P could be distilled out and polished-up and presented to FD, see what happens! I doubt anything will happen quickly!

What I have tried to do is use the logic of what's currently there in the game, whilst building on the ideas of other contributors. For example, PF REP the template already exists with Power/Faction REP, so no need to reinvent the wheel. Implementation would of course always take some work and time.
The insurance tweak (or version of it) would probably be less troublesome, just be tweaking a formula. (maybe!!).
 
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  • 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.
  • 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.
I've never been a fan of anything that suggests players simply log out and quit playing. Not giving them access to their resources does just that. If a player has earned it, they should be able to use it. It also assigns special punishments for players over NPC's. Crime and punishment system should be equal, NPC's and players treated equally. Don't force open players into more rules than solo, it makes things convoluted and confusing for new players.


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.
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)

So how does this work with public groups? Mobius has more than 5,000 members. I've never met more than 1 or 2, does that mean I'm excluded from collecting bounties on every player in the group? How does this prevent E-Baying large bounties? I don't have to be friends with someone for them to tell me where to go...


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.

This is a dumb random punishment for players that cannot tell what it will be. It's also directly related to how much time a player has put into the game recently since faction rep decays. I'd rather not implement a system that makes killing newbies in a Sidney preferable to killing experienced players in a Corvette.


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.

This isn't crime and punishment, it's crime and suicide. No thanks, the old system is better and I don't even PvP.


Wanted CMDRs cannot collect or purge the bounty on other Wanted CMDRs.

Bounty hunting is often illegal in whatever system an NPC is in, that's because they are wanted by factions that don't have jurisdiction in that system. Why should this be any different? Why would being wanted make it impossible to claim a bounty?


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).

PvP is PvP. One side should have the same risks as the other. Without it, it encourages griefing against wanted commanders. This also makes it LESS punishing for dying to a commander than dying to an NPC. There really shouldn't be a difference between commanders and NPC's.


IF BUSTED COMBAT LOGGING

  • 1st time in the last 120 days - WARNING
  • 2nd time in the last 120 days - 24 hour BAN
  • 3rd time in the last 120 days - 72 hour BAN
  • 4th time in the last 120 days - 7 day BAN
  • 5th time in the last 120 days - 21 day BAN
  • 6th time in the last 120 days - 90 day BAN
  • 7TH time in the last 120 days - 6 month BAN

90+21+7+3+1 = 122 days. It's impossible to even reach the 6 month ban. You didn't think this through did you?


Still keeps PIRACY available as a viable profession and career path. Temporarily disabling ships and stealing cargo does not get the stronger WANTED tag. That said, maybe Frontier should think about a new weapon or mod that temporarily disables a ship or forces it to reboot somehow. Dunno how it would be balanced, but some way to increase your likelihood of successfully stealing cargo is essential. Maybe the current DRAG weapons are enough, but I don't know. I've never used them.

Player vs player piracy has never been a viable profession. It's something people do for fun, not as a get rich quick scheme. This system would pretty much kill it, why would anyone care if they die if they only have a 5% rebuy cost and it punishes the attacker that much?


Cons:

  • May be overly harsh to criminals and cheaters. (?) Quite frankly, my capacity for concern with regard to the feelings, concerns and comfort of cheaters and criminals is extremely limited. [redface]
  • May miss some ways people can game the system to avoid penalties.
  • System has to work well enough that innocent CMDRs will not get the special tag on accident (say by way of intentional griefing), though CMDR carelessness should get it regardless. Learn the harsh lesson and learn to fly safer and not accidentally shoot or bowl over other CMDRs. That is part of your responsibility as a member of the Pilot's Federation. It's a privileged, not a right. Treat your Pilot's license with the respect and honor it deserves or risk harsh penalties. [mad]


This entire post seems like it was written in anger. It's not a balanced crime and punishment system, but a system designed to crush and destroy any wrongdoers that aren't in anarchy systems. It punishes the attacker in every way possible. No docking/ship privileges, no rebuy, rep hit with major factions, inability to claim bounties. The only thing that could possibly be harsher would be permanent death, which would clearly be shot down.

Stick to solo, you won't be [mad].
 
I've never been a fan of anything that suggests players simply log out and quit playing. Not giving them access to their resources does just that. If a player has earned it, they should be able to use it. It also assigns special punishments for players over NPC's. Crime and punishment system should be equal, NPC's and players treated equally. Don't force open players into more rules than solo, it makes things convoluted and confusing for new players.

Agree with the first part, all players should be involved and playing in OPEN, whatever style of play, nobody should be banned excluded, including self exclusion. Agree with not making extra rules for the different Modes. Disagree that NPC's and players are equivalent. They should be governed by the same "star system rules/laws" but CMDR's belong to the Pilots Federation, I agree with HH on this. The Pilots Fed should have it's own rules, not based on politics, occupation (i.e. piracy & trading are on equal footing) or even morals. Should be based on conduct to other members.



This is a dumb random punishment for players that cannot tell what it will be. It's also directly related to how much time a player has put into the game recently since faction rep decays. I'd rather not implement a system that makes killing newbies in a Sidney preferable to killing experienced players in a Corvette.

Agreed with the sentiment of this.



This isn't crime and punishment, it's crime and suicide. No thanks, the old system is better and I don't even PvP.

I think insurance is the way to "punish" players but would have a more nuanced calculation than HH. As you say CMDR death is not going to happen so what is the next nearest thing? taxes.




Bounty hunting is often illegal in whatever system an NPC is in, that's because they are wanted by factions that don't have jurisdiction in that system. Why should this be any different? Why would being wanted make it impossible to claim a bounty?

Agree.




PvP is PvP. One side should have the same risks as the other. Without it, it encourages griefing against wanted commanders. This also makes it LESS punishing for dying to a commander than dying to an NPC. There really shouldn't be a difference between commanders and NPC's.

Agree with the same risks bit but currently this is not the case. Griefers should run the same risk of Grief. The game should have a mechanism that can turn the tables. "Hunter becomes the hunted" that sort of thing. Otherwise it's just a grind for credits so you can buy a bigger gun, then what shoot a noob because you can or just through boardom. Better to have game play that produces viable PvP bounty hunting.



90+21+7+3+1 = 122 days. It's impossible to even reach the 6 month ban. You didn't think this through did you?

Agree with you this is a bad idea, it does not encourage people to play.



Player vs player piracy has never been a viable profession. It's something people do for fun, not as a get rich quick scheme. This system would pretty much kill it, why would anyone care if they die if they only have a 5% rebuy cost and it punishes the attacker that much?

Agree Piracy should be a viable game style PvP also should be fun. Just murdering noobs should be viable just not consequence free. There is no jepordy for the griefer with same rebuy 5%. The galaxy is a sci-fi wild west it should have its fair share of psycho's, its a pretty distopian place with plenty of places to hide. My problem is there is any real consequences for you actions good or bad.




This entire post seems like it was written in anger. It's not a balanced crime and punishment system, but a system designed to crush and destroy any wrongdoers that aren't in anarchy systems. It punishes the attacker in every way possible. No docking/ship privileges, no rebuy, rep hit with major factions, inability to claim bounties. The only thing that could possibly be harsher would be permanent death, which would clearly be shot down.

Think this post is about analysis of a problem and coming up with solutions. I have had a stab at a C&P system also above, what do you reckon to that one? It is definitely not about crushing wrong doers but giving them a different set of problems. I would appreciate your critique.
 
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All these suggestions sounds so nice!!

2 things that I miss or wish was in the game.

Spectating most wanted list and seeing the huge bounties. 46 mil for 1 Cmdr! I dreamt how I would hunt him down and claim the bounty.

Second is that if you're a bad guy, you just can't walk freely in the system. It's too safe for bad guys. It feels that the whole galaxy is an anarchy system.
 
So with all the talk about Crime & Punishment and what suggestions we have when we say "C&P MUST improve", I thought I'd take the opportunity to offer my suggestions as a forum and ED hardass.

[Snip]

General Chang approves the book being thrown at all cheaters and criminals, btw. :p

$0.02

I like it. I'd be expanding murder consequences to entire major factions rather than just stations/bases in a given diameter. Perhaps it might take time to propogate outwards from the originating source system however.

Concerns:
- It's still weak re: the prevention of friends claiming bounties as it relies on them having been listed as friends. No idea how to get around this... I guess if it were an easy fix fdev would have fixed it instead of capping bounties.

- Enforcing combat logging vs npcs increases surveilance and enforcement effort exponentially. Not saying it's not a valid concern, only that if enforcing logging requires effort then enforcing it against npc's will be a huge burden.

- No solution was offered on HOW to reliably detect and prove combat logging while determining the difference between that and other problems was offered. The technical difficulty re this is still the limiting factor on addressing the problem.
 
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Me likes some of the ideas in this.

Would like to see integration into the karma system and more "scaling" according to naughtiness as a result, and a little focus on the ability to hunt other naughty CMDRs, but the ideas I like.
 
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Was with you until "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..."

Far too harsh. The penalties previous to that would be fine on their own.
 
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I don't agree to all the points, but most of them I approve. Nice work, hope Frontier will consider implementing it :)
 
If you want a real punishment, then anyone who commits CMDR-on-CMDR murder is forced to do PowerPlay until they've paid off their debt to society ;)
 
IMHO, using a bounty to penalise murderous behaviour is not ideal. I'd question how effective it is as reining in habitual toxic behaviour, and secondly it risks be exploited and/or used as a league table.

Surely far better to employ other means of penalisation, such as losing access to stations, entire systems, being highlighted on peoples scanners and losing some/all of your insurance cover (eg: your rebuy increases).

Covered here - https://forums.frontier.co.uk/showt...-Reputation-quot-and-quot-Risk-Hot-Spots-quot


IF CMDR MURDER HAPPENS IN ANARCHY SPACE[/COLOR][/B][/SIZE]

  • 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

Personally I see no reason to NOT included anarchy systems. By all means maybe adjust the amount of Criminal Reputation less in such a case, but having witnessed griefers at locations such as alien bases (in anarchy systems), I see it as a very important "area" to police to reduce toxic destruction.

Ultimately, if a CMDR is "illegally" destroying another CMDR, anywhere, this should always be included into their Criminal Reputation. Even if the mechanic is as simple as if illegally destroy more than X CMDRs in Y period, you start getting penalised... Again, more here - https://forums.frontier.co.uk/showt...-Reputation-quot-and-quot-Risk-Hot-Spots-quot
 
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IMHO, using a bounty to penalise murderous behaviour is not ideal. I'd question how effective it is as reining in habitual toxic behaviour, and secondly it risks be exploited and/or used as a league table.

Surely far better to employ other means of penalisation, such as losing access to stations, entire systems, being highlighted on peoples scanners and losing some/all of your insurance cover (eg: your rebuy increases).

Was waiting for your link to appear! ;)

Well, "why not" have it balanced? A mixture of both? If you expect the consequences for illegal murder against other CMDRs to be disallowed from involving PvP hunting, it would be the most selfish and hysteria-driven notion I've seen to date.

Include everything and you keep everyone happy...from PvP bounty hunters, which take part in an actively RPing world and you would surely consider the good guys, to the PvE-ers who - like yourself - aren't interested in a balanced galaxy and simply want to neuter all illegal PvP activity by means of environmental punishment.


Personally I see no reason to NOT included anarchy systems.

See above comment on wanting to neuter all activity you don't like the idea of lol. This is a lunatic idea. Seriously. Leave Anarchy systems to it. The law has no place there.
 
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Was waiting for your link to appear! ;)

Well, "why not" have it balanced? A mixture of both? If you expect the consequences for illegal murder against other CMDRs to be disallowed from involving PvP hunting, it would be the most selfish and hysteria-driven notion I've seen to date.

Include everything and you keep everyone happy...from PvP bounty hunters, which take part in an actively RPing world and you would surely consider the good guys, to the PvE-ers who - like yourself - aren't interested in a balanced galaxy and simply want to neuter all illegal PvP activity by means of environmental punishment.




See above comment on wanting to neuter all activity you don't like the idea of lol. This is a lunatic idea. Seriously. Leave Anarchy systems to it. The law has no place there.

Not Penalising Desdtruction In Anarchy Systems?
You think patting Mr Toxic on the back (by ignoring his activity) for sitting around an exploration location, destroying as many other CMDRs in their exploration ships as possible is a good thing? Indeed, consider a CG in an anarchy system, how is making CMDR destruction invisible a positive thing?

How is it anything but logical to provide a fair cause and effect mechanic for such behaviour?

Keeping Everyone Happy
I've put more store out before :)
  • Penalise illegal destruction on the basis of more than X destructions in period Y starts getting you penalties. And again these are not increasing bounties (which IMHO are somewhat pointless), but instead things more along the lines of denying access to stations, or highlighting you on scanners.
  • Specifically create CGs/Powerplay tasks to orchestrate PvP which would be legal.


I'm confused how you seem to imply penalising illegal destruction in anarchy systems would be the end of PvP? How so?

All I want to see ultimately is a logical cause and effect for illegal destruction. By all means illegally destroy some ships while pirating or even just for the lolz. My proposed mechanic will permit that... But if you turn it into a career, then why is it "unfair" if the game then starts penalising you for your psychotic behaviour.

AND! Let's not forget, the real problem (IMHO) is the game offers so little (legal) PvP. Can you sign up to the Federation and undertake (legal) military combat scenarios against other CMDRs? Can you sign up to a Power and try to (legally) defend/attack systems meaning engaging in PvP with CMDRs. You can try, but it's all rather paper thin, and role play in truth.

We're two years after Wings and Powerplay was released and the logical dots have not been joined up to move the game forwards to move into orchestrating meaningful/interesting legal PvP.
 
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