R.I.P. Criminal Gameplay

So while I've enjoyed the Crime and Punishment changes thus far as giving us criminals something more to think about when flying around the galaxy committing villainous acts and were really looking forward to the new KWS and Superpower bounty system. Once again FDev have dropped a massive steaming dump in our cornflakes this morning.

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Locking players out of outiftting in Anarchy systems for being wanted? In what world does that make sense?

Anarchy systems should be the last bastions for criminals where anything goes and with no restrictions.

Some of you will probably start tooting "crime now has consequence" and yes, i fully agree but Anarchy jurisdictions dont have crime - they are lawless so it makes no sense whatsoever for this change.
 
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Indeed, agreed. I think this change is a bit too much, this was already discussed in the focused feedback, I don't understand how come it got in the game. Very sad.
 
Ships are hot whatever you go to. That was goal of 3.0 and that doesn't change in 3.0.3.

What's issue is that many people ignored that, swapped mods and did outfitting and when tried to swap modules back, faced huge payoffs.

It is apparent that there are some additional work needed - via logic and UI improvements - to enable hot mods swapping again.

I see this as temp solution.

Also it doesn't kill criminal gameplay at all, in fact, it doesn't affect it. It affects notion of having hot ship which you can mod all the time. That will be something we will have to wait for proper fix for.
 
Agree with OP. This is a sledgehammer to crack a nut, and it just kills the game. Elite piracy: RIP. The idea that every crime has to be paid for before committing the next crime, or that anarchy systems obey the law is just crass.

[Oh - I've come over all salty.... Yuch!]
 
Agreed, this appears to be a temporary fix for the error found with hot modules. Certainly hope so, I ply as a clean pilot but criminal career should be a viable option.
 
Ships are hot whatever you go to. That was goal of 3.0 and that doesn't change in 3.0.3.

What's issue is that many people ignored that, swapped mods and did outfitting and when tried to swap modules back, faced huge payoffs.

It is apparent that there are some additional work needed - via logic and UI improvements - to enable hot mods swapping again.

I see this as temp solution.

Also it doesn't kill criminal gameplay at all, in fact, it doesn't affect it. It affects notion of having hot ship which you can mod all the time. That will be something we will have to wait for proper fix for.

That's the exact opposite of what 3.0 C&P was supposed to be. There are jurisdictions for a reason - you're not supposed to be wanted EVERYWHERE like in previous system.

Also you call not being able to outfit your ship "not affecting criminal gameplay"? What planet are you from?
 

Deleted member 115407

D
Agreed. Outfitting should not be locked out at Anarchy stations.

Because it is, this feels more like a knee-jerk fix than it does a carefully thought-out mechanic.
 
Agree with OP. This is a sledgehammer to crack a nut, and it just kills the game. Elite piracy: RIP. The idea that every crime has to be paid for before committing the next crime, or that anarchy systems obey the law is just crass.

Every crime does not need to be paid for, it's just if you want to change modules you must either :

1. Pay fine so you can access services
2. Switch to a new ship

If you switch to a new ship to reoutfit to continue to be a criminal, all it means is that you're in a less powerful ship, which let's be honest could be a good thing.

One of the biggest complaints from people on the end of unwanted PvP is that they're hit out of the blue in their standard ship by some hyper-engineered god ship.

Ideally any PvPer doing their "PvP thing" would rely on ability rather than straight out-engineering their reluctant opponent.
 
Every crime does not need to be paid for, it's just if you want to change modules you must either :

1. Pay fine so you can access services
2. Switch to a new ship

If you switch to a new ship to reoutfit to continue to be a criminal, all it means is that you're in a less powerful ship, which let's be honest could be a good thing.

One of the biggest complaints from people on the end of unwanted PvP is that they're hit out of the blue in their standard ship by some hyper-engineered god ship.

Ideally any PvPer doing their "PvP thing" would rely on ability rather than straight out-engineering their reluctant opponent.

In any system that isn't anarchy, i would agree 100% but anarchy systems were lawded as the places where criminals and crooks would hang about. This is just a kick in the face.
 
Agreed. Outfitting should not be locked out at Anarchy stations.

Because it is, this feels more like a knee-jerk fix than it does a carefully thought-out mechanic.

Surely if you can outfit in Anarchy systems, you've just made backdooring the C+P system possible via module swap into a clean hull.
 

ALGOMATIC

Banned
Every crime does not need to be paid for, it's just if you want to change modules you must either :

1. Pay fine so you can access services
2. Switch to a new ship

If you switch to a new ship to reoutfit to continue to be a criminal, all it means is that you're in a less powerful ship, which let's be honest could be a good thing.

One of the biggest complaints from people on the end of unwanted PvP is that they're hit out of the blue in their standard ship by some hyper-engineered god ship.

Ideally any PvPer doing their "PvP thing" would rely on ability rather than straight out-engineering their reluctant opponent.

How hard it is to outfit a new PvP ship? I can do it within 12 hours.
 
Every crime does not need to be paid for, it's just if you want to change modules you must either :

1. Pay fine so you can access services
2. Switch to a new ship

If you switch to a new ship to reoutfit to continue to be a criminal, all it means is that you're in a less powerful ship, which let's be honest could be a good thing.

One of the biggest complaints from people on the end of unwanted PvP is that they're hit out of the blue in their standard ship by some hyper-engineered god ship.

Ideally any PvPer doing their "PvP thing" would rely on ability rather than straight out-engineering their reluctant opponent.

Not only does this bug affect "PvE"rs, it also does utterly nothing to counter the complaint you have. My gank ship has a huge jump range, and anything I would do powerplay in has a fuel scoop to reach your favourite hidey hole. You would gain little more in your favour than a drop in my hull resistance where I had to add a class 2/3 scoop. This is meaningless anyway, since "PvE"rs can't hit the broad side of a barn :p

On the other hand, this is yet another irritating consequence of the game placing 200CR bounties on your ship which you absolutely must clear. Last night, me and my wing mate got a bounty for killing a wanted ship. The reason? We killed his SLF too...

I predict that bases with IF near noob zones like Eravate are going to become favourite ganking spots, if they aren't already. Soon there will be legions of raging "PvE"rs coming to the forums to moan about being splattered in a lawless zone. They will have no recourse, since that 200CR bounty makes them a legit target. You and I both know however, that this is insane.

Small bountues should NOT exist if we are going to keep a system as punitive as this.
 
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