Or is it an elaborate joke?
Credits being a non issue, these 3 bullet points seem to make any and all perceived crime and punishment null and void.
Or you could - you know - actually test it when the Beta is out!
Or is it an elaborate joke?
Credits being a non issue, these 3 bullet points seem to make any and all perceived crime and punishment null and void.
Exactly what I find myself thinking whenever I read about C&P.
It's like they put a bunch of random ideas into a hat, pulled out 10 and then mashed them all together.
Then added a bunch more, just for good measure.
As a rule, good solutions to problems are elegant in their simplicity.
This is not that.
Or you could - you know - actually test it when the Beta is out!
Crazy thought I know, but how about y'all just try it when the beta comes out, push it as hard as you can (what happens in beta, stays in beta), and see how it works in practice rather than on paper.
I guess it's meant to punish griefing by jumping into someone's session and shooting the cops, which is so far not punished at all. That deterrent may even make it slightly more attractive again to open your ship, since at least you know that the dumb has something to be moderately afraid of.
- Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Multi crew seems under used as is. If crimes are committed in multi crew and the consequences are applied to a crew members most expensive ship, I can see even fewer people joining multi crews.
Make bounties based on % of cash on hand...problem fixed!
Because it looks like such a great idea on paper. Right?...I think I can safely say "I told you so!" in advance.
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Well let's see if you're right. If you are, feed back on it to FD.
But I know a lot of games which if you break them down to bullet point texts you think "That's insane", but guess what - really playable and addictive.
So maybe you're right, maybe you ain't, but the proof is in the pudding.
The writing's on the wall Buster.
I'm not to sure about this one.
- Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Multi crew seems under used as is. If crimes are committed in multi crew and the consequences are applied to a crew members most expensive ship, I can see even fewer people joining multi crews.
Pah, that would make senseor really heart and make it a percentage of all your assets! so no hiding money in ships.
Most open world/"long-term play" games really, if you abstract them far enough past whatever pre-authored storyline they may have, they all boil down to "and now you keep doing that until blood is coming out of your eyes".But I know a lot of games which if you break them down to bullet point texts you think "That's insane", but guess what - really playable and addictive.
Possibly its to do with the people you play the game with, in our PMF the only players i can think of with less than a billion have only been playing a few weeks (and even some of them have a billion already)
Knowledge = credits in ED... groups of players share the best money making activities amongst each other so its makes sense i don't know anyone with such a small bank![]()
I'm not to sure about this one.
- Players that join a Multi-crew session in someone else’s ship, and commit a crime, have a corresponding fine/bounty added to their own most valuable ship
Multi crew seems under used as is. If crimes are committed in multi crew and the consequences are applied to a crew members most expensive ship, I can see even fewer people joining multi crews.
Or is it an elaborate joke?
Credits being a non issue, these 3 bullet points seem to make any and all perceived crime and punishment null and void.