Hello Commander Arry!
If you mean context (apologies if I am misunderstanding), then we'd probably go with some form of Pilot's Federation Rating system.
This would be like a code of conduct for members. In the dangerous universe of Elite and due to the nature of the organisation, the PF understands there will be conflict within the ranks. So this code of conduct would perhaps be like the Geneva conventions. Rules of engagement, if you will.
As you commit actions that break these codes, the PF would take an increasingly dim view of you, which would translate into them withdrawing support and even working with factions to punish you.
Hypothetically, of course.
Hey Sandro,
Do you plan to keep the Karma system separate from crime and punishment, with one focused on keeping players in line while the other tries to create an interesting experience for criminal characters?
As it stands the C&P system already seems to be designed to punish players : the lack of reaction from the various actors of the galaxy to your criminal status creates a rather dull experience, only spiced up in the wrong way by relentless, unchallenging ant yet unavoidable player-bound bounty hunters spawning every 5 jumps or so when you have a bounty (whatever the amount, whatever the system, whatever the distance) which feel designed to harass the player and encourage them to avoid bounties altogether instead of creating high risk high reward gameplay.
But at the same time some of those changes you are listing sound more like basic consequences that should be used to make "legit" criminal gameplay feel different, more interesting, rather than measures used to disincentivize players from engaging in behaviours you consider undesirable towards other players.
Please do mind the huge difference: if you told me that killing other players is what it would take for the game to react to my criminal behaviour and force me to mind my surroundings and weigh my options, I would stop trying to be a 'nice' pirate and would begin a genocide right away. I have a feeling getting the game - and failing that, other players - to ackowledge their naughty actions is the reason a lot of pirates in Open turned murder hobo.
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