I've been active for a couple of years in the forum, and I have seen over and over threads arguing about the modes.
There has been an enormous commitment of resources by FDEV to try to hold "gankers" to account through C&P. It has been hypothesized that there will be many workarounds to avoid accountability, from using cheap assassination ships to structurally weakened expensive ships for ramming /blocking. Players are clever, they will circumvent C&P - or meet it head on and kill the ATR.
Take a step back and consider what the consequence is for someone "ganked" or "murdered" for RP or BGS reasons:
Rebuy - they must pay the insurance cost for their ship, and lose the value of cargo and any open missions. This translates into lost playing time - a very game-repulsive consequence.
Most players, when given an option to avoid this risk will take it (PG and Solo) - myself included.
In many other mmo's PVE player death results in damage to gear that must be repaired, and or a temporary death penalty to performance. In certain pvp centric instances in other games (player vs. player arenas or world vs. world combat) there is no death penalty consequence other than being teleported to a starter area. This design encourages players to get back in the action, and continue to play. This design enables improved learning and an enhanced chance that a player may try out pvp since there is no effective risk.
I recommend that FDEV consider dropping the rebuy for all PVP combat, and allow players to re-instance in the same location after a cool down period, or re-instance at the nearest nav beacon, or largest nearby gravity well if there is no nav beacon - with all open missions and gear intact.
There will be lost playing time, but it will not be punitively restrictive. In addition, the severe consequences for failing missions will be eliminated.
For BGS and PP purposes, the death will count toward the killer-player goals of course.
Is the Rebuy a positive element of the game right now? I don't think so.
There has been an enormous commitment of resources by FDEV to try to hold "gankers" to account through C&P. It has been hypothesized that there will be many workarounds to avoid accountability, from using cheap assassination ships to structurally weakened expensive ships for ramming /blocking. Players are clever, they will circumvent C&P - or meet it head on and kill the ATR.
Take a step back and consider what the consequence is for someone "ganked" or "murdered" for RP or BGS reasons:
Rebuy - they must pay the insurance cost for their ship, and lose the value of cargo and any open missions. This translates into lost playing time - a very game-repulsive consequence.
Most players, when given an option to avoid this risk will take it (PG and Solo) - myself included.
In many other mmo's PVE player death results in damage to gear that must be repaired, and or a temporary death penalty to performance. In certain pvp centric instances in other games (player vs. player arenas or world vs. world combat) there is no death penalty consequence other than being teleported to a starter area. This design encourages players to get back in the action, and continue to play. This design enables improved learning and an enhanced chance that a player may try out pvp since there is no effective risk.
I recommend that FDEV consider dropping the rebuy for all PVP combat, and allow players to re-instance in the same location after a cool down period, or re-instance at the nearest nav beacon, or largest nearby gravity well if there is no nav beacon - with all open missions and gear intact.
There will be lost playing time, but it will not be punitively restrictive. In addition, the severe consequences for failing missions will be eliminated.
For BGS and PP purposes, the death will count toward the killer-player goals of course.
Is the Rebuy a positive element of the game right now? I don't think so.