I see what you mean
If they don't feel like repeating one sentence, I guess I can feel free to skip reading 30 pages of discussion to find what it is they're talking about
How about a beer?
Sure, you buyin'?
I see what you mean
If they don't feel like repeating one sentence, I guess I can feel free to skip reading 30 pages of discussion to find what it is they're talking about
How about a beer?
No it doesn't. It does absolutely nothing except send a signal to security! Where has this idea come from that it is recording everything?
Crank, what do you think of the idea that all crimes are reported by either ship? So in the case of the OP, when the clean ships opened fire, their own crime report would have grassed them up, made them wanted and allowed the player to defend himself? I don't think anyone can have any immersion issues with that, seems very elegant and easy to implement and cures all issues I can think of.
It brings me back to the point that a criminal should be able to hotwire this and turn it off.
Thing is, I like features or even foibles that enable interesting gameplay. I class the OP's scenario as interesting gameplay. The player was tricked into getting himself a bounty. I'd hope that someone would only fall for that once, and I absolutely do not want that opportunity removed from the game.
I'm buyin', just pardon me for ordering warm beer with juice, lemon and honey - countering flu is all there is to it.Sure, you buyin'?![]()
In the example the OP states it would have shown the other player shot first, had it been switched on. This is the sequence of events:
One clean player shoots at another, this event is not recorded as a crime (it should have been).
The aggrieved player (the OP) returns fire but it is recorded as the first shot and so marked as a criminal act.
It doesn't need to be a long list![]()
I'm buyin', just pardon me for ordering warm beer with juice, lemon and honey - countering flu is all there is to it.
![]()
Let's not forget, the simple act of forgetting to turn crimes on
But you didn't have to turn it off in the first place...![]()
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Yeh I did, I don't want police interfering with my crap, dude, come on, that's not hard to understand. It takes me 10 minutes to assassinate a deadly Corvette in the courier, no way I'm not going to get police 'help', which is very annoying. Furthermore, I want players to be able to interdict me and fight ME, not me and the police. Come on, you know it. I'm a forgetful person, after two years I still need the landing gear reminder frequently, I still sometimes forget to ask permission to dock, etc. It's too much to ask in a video game that's supposed to be fun, too have yet another switch to remember, and on the off chance you forget, it literally REVERSES the point of cnp.
Basically, crimes for me is a "you're on your own, whatever happens" switch, and that's how I use it. Now it's going to be, "you're on your own and if you get grieved, the new cnp not only won't WORK, it'll be applied to YOU". I don't think that's reasonable or how the game is supposed to work.
See above, I don't think these are intended consequences. On the contrary, I think your interpretation is clearly not intended.
It does seem to me that if they hit you first their own ship should report their crimes.
However, if this doesn't change the workaround would be to by default fly with report crimes on, and in the event of a fight mutually agree to switch it off. If there is no mutual agreement you keep it on.
Since you're all for consequences, how do you feel about all ships reporting all crimes, even their own. Wouldn't it be better to have to turn crimes off completely to do anything dubious whatsoever? Now that sounds even intended.
edit: I see. In that case, I don't need to argue the toss with you, it seems you support one of my favored solutions. Apologies for not noticing this before, because as I've said, morals and fairness aren't really the bottom line if a solution that all can live with is viable.
It does seem to me that if they hit you first their own ship should report their crimes.
However, if this doesn't change the workaround would be to by default fly with report crimes on, and in the event of a fight mutually agree to switch it off. If there is no mutual agreement you keep it on.
My first post in this thread.
it does seem to open the door to people griefing PvP players.
If you do not know until after you fire on a clean ship whether or not they have crimes turned on or off then firing on a clean ship is risky.