Welcome to my ship. You are not allowed to do anything here. Enjoy. lol
Am I a bad person for accepting the OP's right to exist?
How do you decide who needs banning? On what basis/premise? After one report? Two? Is this a manual process handled by FD?
Far better to - in this case - give CMDRs the ability to better control their ship and dictate what they wish crew member to have control over. And in the case of general griefing in the game (and I call mindless destruction for the lolz that - it's my term), far better if a Crime and Punishment system in the game logically diswades individuals from toxic behaviour IMHO - https://forums.frontier.co.uk/showt...-Reputation-quot-and-quot-Risk-Hot-Spots-quot
A troll thread! Sweet, let me play! Here goes...
Look at me! Look at me! I did a bad thing and I don't care! I'm a massive attention horse!
Am I doing it right?
Why aren't there any repercussions for players doing bad things? As long as gankers, griefers and exploit users to not get punished for their behaviour, I have absolutely no problem to combat log on them. But then I am most likely the one who gets in trouble. Weird, isn't it?Hello Commanders!
I just thought I'd drop my own two cents in here.
The concept of Multi-crew, at its core, is about cooperation, and trust. If folk are going to troll each other, there's a limit to how much protection we can (or should) put in place.
One of gunner's abilities is to be able to fire countermeasures. Gunner can be effective at this, poor at this, or deliberately bad. Anyone who would want to go down the last track is, in my opinion, someone I would not want to Multi-crew with, or wing with.
To some degree, folk have to take responsibility for their own actions. There's no mechanical upside to this unpleasant behaviour, so I see this as different from say, crime, because the game actively encourages criminal behaviour; when folk complain that the justice system is not fair enough, we say "OK", how can we address the balance and make it fairer.
Firing shield cells repeatedly for no good reason is just an unpleasant thing to do. And I'm fairly certain it is more likely to be detrimental to the community than helpful.
Why aren't there any repercussions for players doing bad things? As long as gankers, griefers and exploit users to not get punished for their behaviour, I have absolutely no problem to combat log on them. But then I am most likely the one who gets in trouble. Weird, isn't it?
Most people don't bother with a firegroup because there are hotkeys. Kinda redundant. And if you already have more than 1 firegroup anyways, this just makes things weirder when you go to switch.
I have the firegroups of my ships memorized. Switching is nearly automatic. Adding this just to deal with multicrew would mess that up. Easier for me to just not bother with multicrew in the first place.
Not to mention that the firegroup thing is not inherently obvious. A permission flag (simply a boolean value) makes things much more clear. Clarity of communication is important.
Within the context of the game, what being responsible for your own actions means to me:
1) I open my ship to allow strangers onboard (perfectly acceptable as this has been the stated aim for multicrew from day one).
2) I set my ship's equipment so that strangers cannot use want I don't want them to use.
3) I can then no longer use that equipment myself in a convenient manner (a catch 22 situation then, that has no gameplay benefits).
This is great in principle, but there is a missing step - and that is the needed fine granularity for ship equipment control. Giving a player additional permissions control over their ship does not restrict the game in any way, in fact it actually opens it up by providing more options. If I can set which utilities my crew members can and cannot use (without also restricting my own access to them), and if I can also assign which type of targets my crew can attack i.e. WANTED, Hostile, Anyone. Then I am able to be responsible for my own action of opening up my ship to strangers.
An improved Crime and Punishment system then ensures that "rouge" players also need to be responsible for their own actions, because if they act in an unreasonable manner there will be consequences.
Within the context of the game, in order to be responsible for ones actions, one also needs the ability to control a situation. Within the context of the game there also needs to be consequences for those who are irresponsible (i.e. cause harm to others), otherwise responsibility is completely meaningless.
https://forums.frontier.co.uk/showthread.php/345865-Changes-Coming-to-Multi-crew
Welp, that's that done then.
You forgot /thread
I just slipped it in surreptitiously, see if anyone noticed.
Within the context of the game, what being responsible for your own actions means to me:
1) I open my ship to allow strangers onboard (perfectly acceptable as this has been the stated aim for multicrew from day one).
2) I set my ship's equipment so that strangers cannot use want I don't want them to use.
3) I can then no longer use that equipment myself in a convenient manner (a catch 22 situation then, that has no gameplay benefits).
This is great in principle, but there is a missing step - and that is the needed fine granularity for ship equipment control. Giving a player additional permissions control over their ship does not restrict the game in any way, in fact it actually opens it up by providing more options. If I can set which utilities my crew members can and cannot use (without also restricting my own access to them), and if I can also assign which type of targets my crew can attack i.e. WANTED, Hostile, Anyone. Then I am able to be responsible for my own action of opening up my ship to strangers.
An improved Crime and Punishment system then ensures that "rouge" players also need to be responsible for their own actions, because if they act in an unreasonable manner there will be consequences.
Within the context of the game, in order to be responsible for ones actions, one also needs the ability to control a situation. Within the context of the game there also needs to be consequences for those who are irresponsible (i.e. cause harm to others), otherwise responsibility is completely meaningless.
There are a few words in the English language that give me that warm and fuzzy feeling.