Goose4291
Banned
Apologizes to all if my comments look a little worked up but I would be lieing if I said they where not, given how long it can take the engineer a ship to perfection is just so much time lost I would leave this game. or at least go find some other game to play and set about gaming the system as best I could, but the other comments Sandro has put out rub me the wrong way for sure... making comments confirming that player killers could be banned is just a pathetic excuse for poor game mechanics.
To at least contribute to this thread I will lay out my idea for how to fix C&P while using what we currently have.
I will start by saying a karma system will never work, it will be gamed far to easy and will result in players we normal kill suffering even more than now.
To "Fix" this C&P system this is how the galaxy should look. In general a MMO style difficulty system.
- 5 Levels of security in total, each system is given a level based on surrounding systems, anything below 2 is classed as lawless.
An example of some systems out flat.
[1][1][2][1][2][1][1][1]
[1][3][3][3][2][1][1][1]
[2][3][4][5][3][4][1][1]
[1][3][4][5][4][5][3][2]
[1][1][4][3][4][3][2][1]
[1][3][2][2][2][3][2][1]
[2][2][1][1][1][2][1][1]
Levels 1 to 2 - Lawless space
These systems allow players to kill each other without consequence, like our current system with lawless systems, further these systems feature increased NPC pirate and murder activity but also offer higher rewards on missions.
Level 3 Lawful space, border systems
System Security Stats:
Security response: Less than 3 sec
Security: Current response load outs with engineered drives.
Amount of ships in response: Current response amount.
These systems have some law and order, killing or attacking players yields a small bounty to the player. if a player is killed then the attacker is no longer allowed to dock in this system for 7 days or until the bounty is wiped(death etc).
This will allow players to attack systems all they like but prevents docking and forces an attack to plan their attack and stage elsewhere promoting some planning and thinking before an attack could take place, if such planning was not taken then the attack would be short lived.
Level 4 and 5 - High security systems
System Security Stats:
Security response time: Instant
Security: Ships with engineered weapons and defenses
Amount of ships in response: Depends on security 4 or 5
These are the systems players like me should be afraid of, killing a player here should result in the attacker being killed or at least made extremely difficult to get away. Failing that the rebuy of the attacker is doubled until they die. should the player get away from the security the system will be locked off for them for 7 days or until the bounty is wiped. We know permit locks work... why not use it here.
This is the safe systems player can use when they would normally use Solo mode, there would still be chance of getting killed as always but your attacker would never in anyway getaway with it. Credits made in these systems would be lower than the other security levels.
Killing players here should be a one way trip to the rebuy screen. Simple as that.
A small UI tweak to add the security level of the system to remind players and warn those in systems they would prefer not to be, such as when traveling.
On a final note: This system is simple enough and black and white enough that it will catch all players no matter if they are murder hobo or small time player killer or trader. this system will ensure safety in core world while offering the true blaze your own trail in system level 3 and down.
I like the idea of varying level of response, but I think security levels should be tied to the controlling BGS faction and its powerplay state.
But thats just me wanting more interconnectivity between the various playstyles :/
You're bang on the nose about the banning of pvpers for engaging in advertised playstyles though