Modes WOW CGs in open have got really toxic haven't they!

Who is this "we" everyone keeps talking about? I've pretty much always been an advocate for more challenging and worthwhile game-play and Commander accountability, insofar as that it makes sense within the context of the Elite universe.

From my experience, this game is pretty darn easy (even though I tend to prefer flying small ships and haven't really bothered much at all with the Engineers, only having FSD range mods from them so far) and doesn't have much in the way of consequences for choices players make, not once they understand the basic game dynamics, like having rebuy costs covered.

In before Thargoid Nerf

Basically, what keeps me playing the game is space and piloting sci-fi spaceships, and to a lesser extent some of the lore. I'd be long gone – actually, that's not true – I would have never been here in the first place, if it weren't for that.

I'm someone who would travel from star to star in the space simulator Celestia trying to find my way back to Sol, just for the fun of it, before getting this game.
 
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Ah CGs in Open. Come for the risk, stay for the friendships! No, really! That's what I do.
There are a couple of unique features about CGs (especially combat ones) that make genuine pvp especially attractive:
1). Other people (crucial ingredient)
2) CG money (to pay for rebuys)
3) Random people and builds (for real testing in the wild)

On a side note, I just set up a Vulture for the next BH CG that comes along.
Why the Vulture?
1) Punches above its weight class
2) Small Rebuy
3) beautiful to look at
4) Used with a wide, wide variety of setups despite limited hardpoint number (because sometimes less, is actually more).

So what happens when a mid tier pvper designs a pve ship?
[video=youtube_share;yn6fjzY30eA]https://youtu.be/yn6fjzY30eA[/video]
Won't be taking on any serious pvp build but will be more than capable of doggedly protecting its kill (from kill thieves).
 
Reminds me of the week I spent pulling pilots out of supercruise in a random system I was working from at the time and telling them I was just scanning for any signs they were wanted by Federation-allied groups, and if not then no harm would come of them.

Every single one of the players I pulled out, opened fire on me immediately.... most I let jump out after giving them a bit of a beating, but 3 individuals just kept fighting even when I got them to under 10% hull. Told each of them to stop or they'd be destroyed and that I was simply scanning for if they'd committed any crimes against the Federation (They hadn't). But nope. They wanted to be blown to pieces it seems.

One of them later then called me a toxic griefer.

your play is clearly not griefing... but that said, interdiction is a hostile act so they are more than justified in opening fire on you. indeed I actually feel that without a special permit - which could be granted for specific "patrol missions" by the local law enforcement and only valid for those missions, imo interdiction should be a small bounty and NOT a fine..... because its yet another advantage the aggressor has in ED, and lets face it, its not like they need more advantages.(ie even after interdicting you you still cant open up on them legitimately)
 
your play is clearly not griefing... but that said, interdiction is a hostile act so they are more than justified in opening fire on you. indeed I actually feel that without a special permit - which could be granted for specific "patrol missions" by the local law enforcement and only valid for those missions, imo interdiction should be a small bounty and NOT a fine..... because its yet another advantage the aggressor has in ED, and lets face it, its not like they need more advantages.(ie even after interdicting you you still cant open up on them legitimately)

I would have it local faction aligned. If you're allied to the controlling faction in a system you can interdict without penalty, and if you're hostile it becomes a full blown warrant (with levels in between).
 
your play is clearly not griefing... but that said, interdiction is a hostile act so they are more than justified in opening fire on you. indeed I actually feel that without a special permit - which could be granted for specific "patrol missions" by the local law enforcement and only valid for those missions, imo interdiction should be a small bounty and NOT a fine..... because its yet another advantage the aggressor has in ED, and lets face it, its not like they need more advantages.(ie even after interdicting you you still cant open up on them legitimately)

I would have it local faction aligned. If you're allied to the controlling faction in a system you can interdict without penalty, and if you're hostile it becomes a full blown warrant (with levels in between).

To be fair, if they do that, they also need to set some sort of flag and message that lets the interdictee know they are being stopped by a legally deputised representative of the faction... otherwise there's no way to know if the interdictor is what they say they are, or if lying to get an easy kill.

Also if they are legally deputised for a mission etc, then the penalty for breaching trust by opening up on a "clean" commander should also be suitably increased... loss of warrant, loss of reputation, loss of docking privs, immediate HOSTILE and WANTED status at the minimum. After all, if they get a free pass to interdict, then they should be help to a much higher standard of behaviour...
 
To be fair, if they do that, they also need to set some sort of flag and message that lets the interdictee know they are being stopped by a legally deputised representative of the faction... otherwise there's no way to know if the interdictor is what they say they are, or if lying to get an easy kill.
..

IF my suggestion was implemented i would say that the mission which came with the permit also came with the ship, this has lots of advantages - it gives purpose to ships which may not otherwise get much love, depending on your rank and rep with the faction would depend on the police partrol ship they give you.... it also means players doing this would be in a controlled ship and not some meta murder hobo ship... and means you can lose the ship without it costing you a fortune (but may cost rep with the faction / or mean you get a slighly weaker ship next time)

it also means that the interdictee would know it was a "legal" interdiction. now of course a police player could go rogue (and this could even be part of a larger mission arc where you are a double agent where you eventually find a specific target), but this would mean instant mission failure and lots of consequences could be built in - made hostile with that faction, loss of privalages in that system etc.

I would have it local faction aligned. If you're allied to the controlling faction in a system you can interdict without penalty, and if you're hostile it becomes a full blown warrant (with levels in between).

that could work too.... more than 1 way to skin a cat and all that.
 
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When I first heard about this seal clubbing I thought that it would be really cool if a couple of wings of max out vettes could come in and take them on. But then I realized that the probable outcome of that would be the same as some punk/bully being challenged on even ground: They would run. Cowards are like that.

That's disingenuous - if you'd risked bringing your massive wings of 'max out vettes' and they'd run, you could say that , but to project your imagined outcome onto them and then use that as the basis to call them cowards is pretty poor.
 
Will the 3.1 update do anything to remedy this? There is supposed to an update to the Crime and Punishment System.
 
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