Yet another take on C&P and a way to make the game better!

Yet another take on C&P and a way to make the game better!

NOTES (Also denoted by a ** - **)
  • All fines/bounties/etc are simply filler numbers. Frontier would have the information needed to decide upon what would actually be a painful fine for said activity.
  • Nothing is black and white, this is a generic breakdown of what I've been rolling over in my head for awhile. If you see something that doesn't jive with you, say something and I'll respond accordingly.
  • There is influence from EVE Online here, yes, but that's because the game has been around for over a decade and has some good ideas for how to control player activity within a sandbox, regardless of the horror stories you've heard.
  • I'm not sure how much, if any, lore would need to be retconned to make this happen. I would hope not a lot but I'm also not super familiar with all of the different pieces of lore that make up the Elite universe. Another part of my motivation to write this is based off of Frontier's willingness to retcon where needed.
  • I am more than likely going to repeat myself at various points. Keep your weapons stowed.

System Breakdown:

The idea behind the system breakdown/reorganization is to move factions and boundaries around to support mission making between low and high security space, rather than the current setup we have, where low security space is restricted strictly to the frontier worlds. This idea keeps players from having to move back and forth from center to edge to seek out missions for high payout assasinations, cargo finding or data mining and presents them in workable bubbles within the main bubble itself. Think of it like Power Play, but for cops and robbers.

In addition to the changes mentioned below. I personally would like to see the counterpart to the Pilot's Federation, the Dark Wheel, introduced as a main stream faction. It would also have it's own backer's type system, preferably located within an anarchy system that breaks it's own rules by has a security force of its own. This one system being the odd-man-out in regards to Anarchy systems in general.

** Major (The Big 3) faction system boundaries should be broken up in such a way so as to insert anarchy/pirate/unknown space inbetween or within faction borders. Placement should be reasonable and utilize common sense where possible. **

Empire:
  • Reorganize, keep core systems in place, redistribute secondary and tertiary systems along new frontier.
Federation:
  • Reorganize, keep core systems in place, redistribute secondary and tertiary systems along new frontier.
Alliance:
  • Reorganize, keep core systems in place, redistribute secondary and tertiary systems along new frontier.
** Independent systems and factions shall remain distributed throughout Empire, Federation and Alliance space. **

** Player Created Factions will be moved as necessary to remain game compliant. Exceptions made for established factions with acceptable lore reasons for being where they are (EDF, Adles Armada, Hutton etc) **


Reorganization thought process:

1.0 to 0.7: High Security Systems
  • Inner systems have higher security rating, higher security presence. These are closer to the major power's core/home planets.
  • Heavy lawful NPC traffic, heavy security traffic. Rare pirate presence.
  • Missions could spawn small pirates for seek and destroy. Think newbie missions.
  • Station safe zones/no fire zones extend to mass lock break point.
  • System security forces are made up of deadlier ships.

0.7 to 0.4: Outer systems. Still a part of the core influence systems but on the outskirts.
  • Outer systems have lower rating, lower presence, weaker force distribution. Minor bounty hunter presence.
  • Minimal pirate presence. Moderate Lawful NPC traffic. Moderate security traffic.
  • Missions spawn average difficulty pirates, ranks 3-4, for seek and destroy.
  • Pirate/Renegade/Outlaw friendly factions/stations would spawn missions for search and destroy/piracy/assassination contracts.
  • Station No-fire zone is unchanged.
  • System security forces utilize fighters and some heavier ships.

0.4 to 0.1: Edge Systems. These systems are at the periphery of the major faction's influence.
  • Systems bordering Anarchy/no security systems only.
  • Minimal trade/security presence.
  • Minimal/Moderate pirate/renegade presence.
  • Moderate Bounty Hunter presence.
  • Mission system would focus on clearing out pirate threat for faction rep within system and spawn NPCs accordingly with player pilot combat rank/wing average.
  • Pirate/renegade/outlaw friendly stations would spawn missions to procure goods from within higher security systems, assassinate targets, etc.
  • Station no-fire zone is unchanged.
  • Security forces use small fighters, some larger ships.

0.0: Lawless/Anarchy systems
  • These systems have security at stations only, in the form of controlling faction ships. So the security for Station A may not be provide the ships for security at Station B if that faction doesn't also own it.
  • Faction security ships only respond to threats to the station or NPC Faction traffic for that specific (Controlling) faction.
  • Heavy Pirate/NPC presence. KWS required for bounty hunting.
  • In the case that the system is not populated the security rating would reflect it's complete lack of such. Rather than the "low" security rating we currently have for systems out in the middle of nowhere, with no organic human life.

Security Forces Breakdown:

The purpose of the Security Forces breakdown is to establish the amount and types of ships that systems will utilize in their response to crime. This is just the types of ships, not the actual ships you would see in response to a crime committed. Ship selection is based off of the notional wealth (Whatever mechanic/number FD Has for this) of the system ruling faction and the major faction they are supporting. That way you wouldn't see SF responding with Imperial ships in a Federation aligned system.

System security rating also plays into selection and response times.


  • High security systems will utilize the following ships.
    • Vulture, Python, FDL, FAS, FGS, Clipper, Cutter, Corvette, Anaconda.
    Medium Security Systems will utilize the following ships.
    • Vulture, Python, FDL, FAS, FGS Clipper, Cobra (3 & 4), Viper (3 & 4), Iggle, Eagle.
    Low Security Systems will utilize the following ships:
    • Vulture, Cobra III & IV, Viper III & IV, Iggle, Eagle.
    Anarchy system controlling factions:
    • All of the above.
    Planetary defenses remain current, maybe with the addition of small fighters (SLF) launched for sustained/intentional damage reaction, dependent on system/faction security status.

    As the Security rating of the system drops, the frequency with which players should see the larger ships in the pool should drop as well. Poorer systems should not be running fleets of Clippers, FDLs or Cutters/Corvettes/Anacondas. The same goes for Anarchy space and it's associated faction(s).

    ** NOTE **
    Anarchy systems ONLY have station / asset defense. Not a system-wide response force. Each station's defense is made up of a ship contingent corresponding to their individual influence within the system.
    ** NOTE **

    Security/Response Force Engineering:

    This might be a touchy subject, but given that there are one off engineers out in the middle of nowhere pulling random crap out of their bums and throwing a roll of the dice at it for the cost of a few minerals, then I firmly believe that larger factions/factions supported by the major factions etc, should be able to engineer their war ships appropriately. If Engineering is here to stay, as it seems to be, then the NPCs need to get on board and the people who don't play with them (Myself included) will have to step up to the plate as well to get basic modifications done. At the same time, I feel that some basic level 1-2 Engineered components should become available on the market for a premium fee from large factions.

    They (we humans) have been in space for centuries at this point. There is absolutely zero reason why this should not be available. (IE: Bring back the crap you started with, Frontier.)

    Infraction Breakdown: Crime Response

    Response times:
    • Response times should vary accordingly on multiple factors.
    • How violent/damaging was the crime? The more violent, the quicker the response.
    • What kind of crime was committed?
    • How much resources does the controlling faction have at its disposal? A system with less won't be able to move ships very fast.

    Ultimately I'd like to see response times pan out to anywhere from 5 seconds to almost a full minute depending on the system, it's security status and the influence/financial capability of the controlling faction(s).

    Minor Damage:
    • Damage does not breach negligble threshold.
    • Negligence fine. No police activity. This is more to keep NPC police from immediately swarming players due to an accidental grazing shot on any NPC, structure or player entity. Fine should be substantial enough to make the player take caution with follow-on shots but not so much so that it potentially bankrupts newer players. Perhaps base fine off of a percentage of the players current account balance.

    Intentional/sustained damage:
    ** IMPORTANT** Damage threshold must be reached or object destroyed for increased response. If threshold (Say, 20% shield damage or equivelant hull/structure damage, not including stations/orbital bodies) is breached, then a physical response is accrued from faction/system security.

    Threshold not reached, damage greater than 10%:
    • Assault fine, warning to leave immediate area. Then security force responds if threshold is breached or offender does not vacate instance.
    • Outpost/Land Base: Warning to vacate immediate vicinity upon risk of armed response. Send NPC response if player entity does not vacate instance/50km perimeter or continues to cause damage. Step up NPC response in a linear fashion with damage done.
    • Station response values remain the same.
    • Minor impacts in RES against NPC and Player Entities warrant verbal (text) warning from local security/faction forces. Heavier, but not deadly, impacts result in negligence fine of up to 250,000c.

      Threshold Breached, Target = Structure/Skimmer:
      • Immediate NPC response and fine that's in line with damage done/profit lost.
      • Response is adequate for situation but not overkill. If you blow up a generator, send a fresh wave of skimmers or maybe a couple of SLF. A player shouldn't be staring down a wing of Elite FDLs for blowing up a skimmer.

      Threshold breached, Target = NPC/Player Ship:
      • Immediate NPC Security Reaction, to include any NPC Bounty Hunters in the area. System wide broadcast of crime committed, including the name and general location of the guilty party.
      • Security Force reaction should be adequate for situation and not overkill.
      • If player continues to commit said crime (Keeps shooting) then the reaction should amp up accordingly. Where they may have once been two vultures there are now 4, and so on, so forth until a maximum of two wings have been committed to the destruction/running off of the guilty party.
      • Security Force ships sent to interdict the player should be chosen based on the type of ship the player is flying and his or her current combat skill. So an Elite Viper should still warrant a heavy response, whereas a Harmless Cutter might only get 2-3 normal or heavy fighters.
      • Fines should reflect damage caused, fuel and rearm costs of response force and the penalty for breaking the law.

      Murder:
      • Powerplay is the exception to this rule.
      • Murder should be treated the same no matter if it's an NPC or Player being killed.
      • All previous warnings/fines/reactions apply, to include the following:
      • Massive fine and bounty.
      • Immediate heavy NPC response.
      • NPC response should take into account whether or not the player is in a wing, what their combat rating is and what they are flying.
      • NPC response should also take into account the amount of engineered components in said player or wings ships.
      • NPC response in high security systems should be able to match, within limits, player engineered shields, hull and weapon output.
      • NPC response in medium security systems should be able to match weapon and thruster output.
      • The author of this is a wishful thinker.
      • NPC response in low security systems should pray.
      • NPC response in Anarchy systems shouldn't happen except for at or around stations. Then it should be quick, brutal and extremely overpowered (Remember, Anarchy systems don't care who you are. You will not be targeted by security forces for being a carebear bounty hunter... but for example, if you came into the Diamond Frog's home system and shot a DF aligned trade ship as it was entering the mail slot.. you might not live very long. Best to do your hunting away from stations in this scenario).

      I mean, if I can drop into a USS with 12 Vultures waiting to carve me up over 4 tons of gold, we can drop 12 Vultures (or some other combination of heavy hitting ships) onto a murderer within 10-15 seconds, lore/realism be damned.

      Fines and Wanted status would probably be extended under these rules to last a month, vice 7 days. Especially if you murder someone.. a month is a cakewalk compared to having everything taken away from you.

      Piracy:

      Now, the above rules make Piracy sound like it would be pretty hard to pull off. It should be.
      Piracy should require a fast ship that can hit heavy, hit hard and then be gone before local forces can interdict it.
      There needs to be an actual threat there that the pirate can leverage against the trader/explorer (Assuming someday explorers will be able to bring things back from their trips). Without that leverage piracy is a joke that is almost entirely based on mutual cooperation between two random humans on the internet.

      We need pirate specific tools that can only be acquired in the low/anarchy systems, with the better rated components coming from the Anarchy systems themselves. We need a way to lock down another player's FSD so that they can't high wake away from a pirate. Of course, that's about the only one I can think of since we already have cargo and wake scanners. However, it's a horrible tool that could have horrible repercussions if not balanced properly. I, however, wouldn't recommend balancing the tool itself. I would give the trader/explorer/random joe a counter of their own. I would give them some kind of jammer that incapacitates weapons or distribution rigs so that the pirate can't effectively engage his target quick enough to destroy them. FSD shields, items that can be countered only by stronger jammers, etc.

      Of course, the FSD jammer would be contraband in a high security system, which would make items pulled from missions into HiSec by pirates all the more valuable in regards to mission contracts.

      Feel free to add on to these thoughts (piracy tools) in the comments.

      Mission makeover w/ a touch on BGS:

      The mission system is the driving force behind what would make a setup like this work. Currently we don't really have any incentives via mission to go into low or high security space (not that security ratings even matter) and, with the systems structured as laid out at the top of this wall of text, we'd finally have the foundation for such a thing. The whole idea here is to give lawless players a place to live within the galaxy, a place where they have the same creature comforts (to an extent) as lawful players while also giving each type of player the incentive to visit the other's safe space, thus promoting the mixing of the two player types without making it so that pirates and murderers can bunk across the station from little Johnny and Susan with their first Sidewinder.

      We'd retain the normal gambit of smuggling, piracy, assassination and search & destroy archetypes but we would add on to them at this point. The addons would include the assassinations of low key political figures in higher security space for pirates and the targeting of pirate lords and outlaws in anarchy space for bounty hunters coming out of high sec. You would also need to add in item retrieval missions to mirror both sides, with pirates seeking out luxury goods that aren't made in their sector of anarchy space while players trading out of high/medium security space may need to venture into anarchy space to get that one specific kind of rum that's next to impossible to import because nobody wants to fly out there and risk their lives/ship.

      The BGS wouldn't need to be changed I don't think (does anyone really know how it works? And I mean works. Not just how to manipulate it). I would imagine that the ebb and flow of anarchy/low security space would be ever changing as different factions fought to expand against each other and pirates/outlaws fought to maintain control over their little system within the red bubble of lawlessness.

      KARMA!

      No.

      Okay, maybe. Obviously our current system for figuring out if someone is a bad guy or not is pretty worthless and while I'm not exactly fond of a "Karma" system I can see it's use, especially when I look back over all of this and see that there's really nothing there to tie it together. Just some rule and location changes.

      Bounties for you and bounties for you! Bounties for you! BOUNTIES FOR EVERYONE!

      Yes, player bounties made by players, for players and via players.

      The entire bounty model I have in mind follows CCPs bounty system in EVE Online almost exactly. Allow players to put bounties on one another but don't tie them into the karma/wanted system. Bounties would show up in the info section once a ship was scanned and have no upper limit. However, to avoid having situations crop up where you just have your buddy kill you or you hop into a suicidewinder and smash yourself against the walls at Zhen Dock to avoid having to do time, the bounty can only be lowered by another player destroying your ship and, even then, it will only be a percentage of said bounty.

      So, if I had a 500,000,000 bounty placed on my head and Ziljan rolled up out of his hole and popped me, he'd be rewarded a percentage of the bounty. Not the whole thing. Probably enough to make it worth his time, so say 5-9 million depending on the ship I was in or how much damage he did to me (if multiple parties were involved). This would be taken from the bounty and it would keep getting chipped away like that until there was nothing left. There is a flaw with this, however, where Elite Dangerous as a game is concerned. Flagging another player as Wanted with a bounty would make them fair game in the eyes of the authorities. That being said, the potential for abuse is there in the form of continuously murdering a player until his bounty is gone. Trapping them in a station or on a planet until they switch to PG/Solo to get away.

      I'd thought that maybe, maybe we could limit it to one pop per 24 hour period, give a cool down of sorts. Who's to stop people from lining up though? Hmm.. Something I hadn't thought about. I'd also like to see the 1 million credit cap on player bounty payouts removed, if nothing else, simply due to it being so easy to earn more money than that. That 1 million cap was introduced back when 1 million credits was a good chunk of change.
      Thoughts?



      Sorry, no TL;DR.
      Point out things I no doubt missed.
 
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I got a wild hair up my (expletive deleted) and decided to write it all down but, in the end, it's not as well thought out as I would have like it to be.

I think I'll expand on it as time goes on and I catch things that should have been obvious either in the comments or when I'm re-reading it.

Thanks though!
 
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Robert Maynard

Volunteer Moderator
Player issued bounties (with no recorded interaction, i.e. attack / destruction against the issuer by the player on which the bounty would be issued) would be abused.

.... the Pilots' Federation Bounty proposal in the DDF linked the opportunity to place the bounty to an act by the bounty target against the bounty issuer.

Pilot Federation Bounties
  • When a member of the Pilot’s Federation is attacked, they have the option of setting a Pilot’s Federation Bounty on their assailant, within a preset min and max credits for this
    • This action is time limited – they forfeit the ability to set a bounty after a set time elapses once they have entered a different session (eg through death or hyperspace)
    • Should their ship be destroyed by the assailant they have a limited amount of time from when their escape pod arrives at a dock to set the bounty
      • Launching from a dock forfeits this ability if not already set
    • The credit value of a bounty must be available in the player’s account, and is immediately deducted.
  • A Pilot’s Federation Bounty can only be claimed by any member of the Pilot’s Federation
  • The Pilot’s Federation Bounty system does not bypass local laws such as “Unlawful Discharge” that may be active so players need to bear this in mind
  • A Pilot’s Federation Bounty is only removed if claimed by a bounty hunter or redeemed by the perpetrator
    • Redemption can only occur after a set significant time period has elapsed (eg 1 calendar week) and the perpetrator makes financial restitution of a significant multiplier of the bounty (eg 10x) to the Pilot’s Federation

Karma - yes please - it would seem to be aimed at "handling" particular behaviours, including ungraceful game exit.
 
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Player issued bounties (with no recorded interaction, i.e. attack / destruction against the issuer by the player on which the bounty would be issued) would be abused.

.... the Pilots' Federation Bounty proposal in the DDF linked the opportunity to place the bounty to an act by the bounty target against the bounty issuer.



Karma - yes please - it would seem to be aimed at "handling" particular behaviours, including ungraceful game exit.

1: Ungraceful game exits could be handled by a simple logoff timer that lasts more than 15 seconds. However, that would also require we not be on P2P connections and that Frontier actually save some of the data pertaining to those situations on a home server, to be accessed again when the game is turned back on. Something they don't do, as is proven by the amount of people who kill the task and yet still survive the encounter despite the timed logoff. It's another card they should have taken from CCP. The timer should be minutes long, not seconds, for all involved parties and when someone task kills or exits to menu their ship should remain in space, susceptible to any actions imposed on it.

2: The DDF is dead. Stop linking the DDF Robert. You are one of the only remaining advocates for that document, a document which was promising but was ultimately ignored for the most part by our beloved developers.. at least where it matters to the community. Case in point: Frontier already killed that particular proposal by placing a limit on the amount of credits that can be received from any player bounty. My proposal only strays in that a bounty can be placed whenever and from wherever, as long as you have that players information. The catch is how to implement either system in such a way so as it's not abused for profit or to the detriment of the player receiving the bounty.

Edit: 2a: Given the number of ways to cause your own ship destruction at the unwitting hands of someone else, that DDF proposal is also open for the same abuse. I scrape up my sidewinder, crash it into your ship, explode, place bounty on you, profit from your grief.
 
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I've already proposed a C&P approach myself, geared also towards creating PvP "hotspots". So I'll comment on the one in this tread with what I see as pros/cons comparatively if that's OK?


Pros
I like the idea NPCs are treated the same as CMDRs. I didn't cover this, and I like it! I'll add it as a foot note to mine :) ie: If you destroy an NPC for the lolz, this action should be no different to destroying a CMDR. Note: This may make some players collection materials by farming innocent T9s unhappy - But it's totally logical.

Breaking down the Federation/Empire/Alliance zones is an interesting one, but I just can't see that changing now. I think we have to accept where we are now?

Response times are an interesting topic. At the moment they're seemingly very regimented (gamey). By all means base them to some degree on system security level (which is what they currently do), but also but a good random element in to them as well. I'd also suggest (as you've done), that maybe once hull is hit, there's a chance security will speed up. And likewise when hull is at 50%? In this fashion, the outcome would not be predictable (gamey), but at least have some nod towards productive?


Cons
I have to say, the idea of bounties being used to inflict punishment on a player isn't ideal? I see bounties as little more than a flag to identify a ship as a legal target, and maybe a way of giving a nice CR reward to the player destroying them. But let's be frank. If a player has a 1000CR or 100,000CR bounty, it'll make little difference to the behaviour of other players towards them. I'll stand by the premise that continued poor behaviour would be better controlled by taking new subtle steps, such as:-
  • Denying docking access to more and more stations.
  • Putting a bounty on the CMDR no matter where they are.
  • Denying permits to more and more systems.
  • Hightlight them on other CMDRs scanners.
  • etc
I'd see these alternative more subtle penalties being more effective (& more interesting), and more importantly a more effective way to twist a players arm into not being psychotic!

How this "reputation" is scored I'm not sure. I've suggested base it on illegal destructions over a given period. But I'm sure there's ways to improve that.

Misc.
Piracy is a mess at the moment:-
  • For starters the new hatch breaker mechanics is just dull. It's been make just point and click! Great move FD! I'd suggest instead at the very least a pirate should have to reduce a targets shields down to one bar (or less) before they can lock onto the hatch.
  • You should be able to fit a hatch breaker fit for purpose. If you have 100t of cargo space, you should be able to fit a hatch break that can eject significant amounts of cargo. Furthermore, the hatch breaker shoudl scale the amount of cargo it ejects on the amount in the victim. ie: If you hatch breaker a fully ladened Hauler and hatch break a fully ladened T9, the amount of cargo ejected should reflect the amount onboard. Furthermore, it should be bundled logically.
The premise of a jammer for pirates is interesting... Maybe it could simply reduce response times up until hull is damaged? But I can't help blank feel such blanket behaviour wouldn't give a good outcome? ie: All pirates would end up fitting them so...?

Missions - You've suggested missions should drive/reward people for going proportionate to (system) risk. That makes sense. My take in my suggestion, was to use missions (& CGs) to drive CMDRs into "hot spots". ie: Reward traders to go to take X to system Y. Give missions to pirates to steal X in system Y. Both make sense in my book!

I've suggested also (elsewhere):-
  • Exiting to menu should show the players countdown to all CMDRs in the instance. And if they're shot during this countdown, a further 15 seconds is added to their time (once).
  • Combat logging should be monitored client side, and repeat occurences warned about, and then finally penalised (if a logical penalty can be thought of).
 
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Robert Maynard

Volunteer Moderator
1: Ungraceful game exits could be handled by a simple logoff timer that lasts more than 15 seconds. However, that would also require we not be on P2P connections and that Frontier actually save some of the data pertaining to those situations on a home server, to be accessed again when the game is turned back on. Something they don't do, as is proven by the amount of people who kill the task and yet still survive the encounter despite the timed logoff. It's another card they should have taken from CCP. The timer should be minutes long, not seconds, for all involved parties and when someone task kills or exits to menu their ship should remain in space, susceptible to any actions imposed on it.

2: The DDF is dead. Stop linking the DDF Robert. You are one of the only remaining advocates for that document, a document which was promising but was ultimately ignored for the most part by our beloved developers.. at least where it matters to the community. Case in point: Frontier already killed that particular proposal by placing a limit on the amount of credits that can be received from any player bounty. My proposal only strays in that a bounty can be placed whenever and from wherever, as long as you have that players information. The catch is how to implement either system in such a way so as it's not abused for profit or to the detriment of the player receiving the bounty.

Edit: 2a: Given the number of ways to cause your own ship destruction at the unwitting hands of someone else, that DDF proposal is also open for the same abuse. I scrape up my sidewinder, crash it into your ship, explode, place bounty on you, profit from your grief.

1) Ungraceful game exits, by their very nature, cannot (as you mention) be handled by this P2P game - there is, according to Sandro, no "infallible arbiter" to take over the departed player's ship. Sandro has suggested, in a very recent post, that the 15-second menu exit when "in danger" may be extended (possibly dependent on the karma system he's been discussing in another thread).

2) It isn't actually. Frontier's approach to player bounties, stated in the quoted section, would rather suggest that they would not be in favour of a bounty free-for-all where players could post bounties on other players without an in-game, i.e. the player was attacked / destroyed by the other player, reason. If "no-reason" player bounties were permitted then I'd expect bounty trolling to quickly become "a thing" with affluent players trolling others using third parties as proxies (and then claiming that "it's all part of the game because we can post bounties on other players so it can't be griefing"). Unlimited player posted bounties could also be used to transfer credits between players....
 
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Player bounties on players are simply a bad idea. I mean come on look at EVE and you can clearly see that it has been a failed mechanic since it was introduced. Nope we don't need that kind of process here.

Still digesting what looks to be a lot of thought so I'll update as ideas crop up.
 
1) Ungraceful game exits, by their very nature, cannot (as you mention) be handled by this P2P game - there is, according to Sandro, no "infallible arbiter" to take over the departed player's ship. Sandro has suggested, in a very recent post, that the 15-second menu exit when "in danger" may be extended (possibly dependent on the karma system he's been discussing in another thread).

2) It isn't actually. Frontier's approach to player bounties, stated in the quoted section, would rather suggest that they would not be in favour of a bounty free-for-all where players could post bounties on other players without an in-game, i.e. the player was attacked / destroyed by the other player, reason. If "no-reason" player bounties were permitted then I'd expect bounty trolling to quickly become "a thing" with affluent players trolling others using third parties as proxies (and then claiming that "it's all part of the game because we can post bounties on other players so it can't be griefing"). Unlimited player posted bounties could also be used to transfer credits between players....

No, the DDF is dead, just stop. Under the current mechanics and taking into account the rate at which credits can be earned both legally and illegally, that bounty proposal is null. Even if we could slap a bounty on another player for killing us, with the 1 million credit limit on returns to the player who claims the bounty, it's not worth the time or effort.

Aside from that, I look forward to combat logging and karma/C&P additions. Something is better than nothing.

Player bounties on players are simply a bad idea. I mean come on look at EVE and you can clearly see that it has been a failed mechanic since it was introduced. Nope we don't need that kind of process here.

Would you care to expand on that, because to me the EVE bounty system works perfectly. You can't pull the "credit transfer" excuse because the intake from claiming a kill is limited to a percentage of the bounty only, not the full bounty. So if I were to slap a 50 million credit bounty on Mr. Maynard simply because we disagree (WHICH IS A LEGITIMATE REASON TO SLAP A BOUNTY ON SOMEONE AS AN ANARCHY PLAYER :p) and then Agony Aunt or TJ turned around to claim it, they wouldn't get a 50 million credit payout. They'd get a smaller percentage of that.

Bounties wouldn't make someone wanted in-system but they would make them fair game for other players. What I haven't figured out yet is how to take that fair game mechanic and apply a wall or choke to it so that players aren't forced into solo/PG by station camps. They'd also be permanent until expended to avoid making people hide in solo/pg to wait out the bounty.

It's not like we can easily track down a person in this game. Even if I knew TJ or Roberts in-game name, short of adding them to my friends list, I'm not going to be able to track them down.
 

Robert Maynard

Volunteer Moderator
Under the current mechanics and taking into account the rate at which credits can be earned both legally and illegally, that bounty proposal is null.

Rate of earning is not relevant - the idea that a player could place a large bounty on any other player - just for the lulz - would facilitate anti-social behaviour and would use (potentially) unwitting proxies to actually harass the player.

.... and player-placed-bounties could also be used as a form of player/player credit transfer.

Even if we could slap a bounty on another player for killing us, with the 1 million credit limit on returns to the player who claims the bounty, it's not worth the time or effort.

The 1M Cr. limit does seem rather low now.

Aside from that, I look forward to combat logging and karma/C&P additions. Something is better than nothing.

Indeed - the sooner the better.
 
Rate of earning is not relevant - the idea that a player could place a large bounty on any other player - just for the lulz - would facilitate anti-social behaviour and would use (potentially) unwitting proxies to actually harass the player.

.... and player-placed-bounties could also be used as a form of player/player credit transfer.

Thus my penchant for referring to and basing my bounty example off of EVE Online's system, where killing a wanted/bountied player doesn't reward you the full player bounty. There are players in that game with bounties higher than half a billion and it's not a detriment to their gameplay.

If I were to slap you with a 50 million credit bounty for the hell of it and then you had T.J. come in and kill you, he wouldn't get 50 million credits, he'd get like 3-5 million. You would remain a viable target to other players until killed enough that the bounty was eventually completely paid out.

I also like the idea of being able to assign a bounty any time, any place, simply because it would be nice to see someone scramble after trash-talking local about my faction or another player when they suddenly became fair game. Maybe limit the amount that could be assigned without cause?

The 1M Cr. limit does seem rather low now.

Yep, that's why I brought up how quickly people can make money. If I can make millions in 30 minutes of grinding a RES why am I going to waste time tracking down a player only to get paid 1 million max for killing him? I'm not.

Indeed - the sooner the better.

<3
 
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Robert Maynard

Volunteer Moderator
Thus my penchant for referring to and basing my bounty example off of EVE Online's system, where killing a wanted/bountied player doesn't reward you the full player bounty. There are players in that game with bounties higher than half a billion and it's not a detriment to their gameplay.

No doubt those players actively worked on their bounties, seeking them out, as it were.

If I were to slap you with a 50 million credit bounty for the hell of it and then you had T.J. come in and kill you, he wouldn't get 50 million credits, he'd get like 3-5 million. You would remain a viable target to other players until killed enough that the bounty was eventually completely paid out.

Indeed - sustained harassment by proxy, in my opinion.

I also like the idea of being able to assign a bounty any time, any place, simply because it would be nice to see someone scramble after trash-talking local about my faction or another player when they suddenly became fair game.

.... and I would prefer that, if player imposed bounties were to be implemented that they be limited to being placed on those who have done in-game "harm" to the player placing the bounty.

Maybe limit the amount that could be assigned without cause?

Indeed - 0 Cr. ;)
 
No doubt those players actively worked on their bounties, seeking them out, as it were.

I was once assigned a 300 million ISK bounty because they saw my name. It was harrowing at first because I assumed I would be attacked at every transition.

I was attacked twice. Eventually the bounty was paid out to people who killed me during fleet battles.

Indeed - sustained harassment by proxy, in my opinion.

Play stupid games, win stupid prizes?

.... and I would prefer that, if player imposed bounties were to be implemented that they be limited to being placed on those who have done in-game "harm" to the player placing the bounty.

Bounties, in video games, comics, series, etc, are placed for whatever reasons the person placing them deems acceptable. Whether that's to scare someone into hiding, to harass someone who's wronged someone close to them or because said person was malicious and destroyed/attacked them without warning. I don't believe we should limit the application of bounties strictly to "Revenge" cases simply because people are afraid of being shot at.

Indeed - 0 Cr. ;)

You're no fun, you know that?
 

Robert Maynard

Volunteer Moderator
I was once assigned a 300 million ISK bounty because they saw my name. It was harrowing at first because I assumed I would be attacked at every transition.

I was attacked twice. Eventually the bounty was paid out to people who killed me during fleet battles.

That's a different game with a developer with a different attitude to multi-player.

Play stupid games, win stupid prizes?

Only if the game allows it.

Bounties, in video games, comics, series, etc, are placed for whatever reasons the person placing them deems acceptable. Whether that's to scare someone into hiding, to harass someone who's wronged someone close to them or because said person was malicious and destroyed/attacked them without warning.

It rather depends on whether the developer wants to facilitate harassment.

I don't believe we should limit the application of bounties strictly to "Revenge" cases simply because people are afraid of being shot at.

I do.

You're no fun, you know that?

Apparently, yes.
 
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