3.0 Crime rules leads to marooning

Thanks this did the trick. I shot at the system defence force, got wasted, then got put into a detention facility where I could buy back the ship.

The 5 pages of discussion of lockout vs punishment was amusing. Nevertheless, I've been playing this game for 2 weeks and really it's not intuitive to have to allow a NPC or player to kill me to get out of the lockout.

Enough of the silliness now. There is no "lockout". Never was. Daft notion that came out of this very thread. There are only FSD choices, some of which, depending on your ship, will not have sufficient range to take you out of the star system you're in. Stats are displayed in outfitting, your choice.

You learned that lesson, you won't do it again. Anyone who makes the same mistake can resolve it just as you did. Anyone else who purports that a player will be "locked" permanently out of the game by this situation is demonstrating intellectual dishonesty or wilful ignorance. Take your pick.
 
"In order to make the game better we must stop people from doing things we don't agree with."

This mentality in a simulation is cancer. Each choice made based on this attitude destroys the game slowly.

In this situation the game is not at fault. You are. You bought that ship. You fit that ship. You shot someone. It was all you. Thats like walking into traffic and blaming the cars for hitting you. Its not the Developers responsibility to entertain you. They built a simulation. Enjoy it for what it is and stop trying to change it to something more like "WoW".

This is not just directed at the OP but the entire Elite Community.
 
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The most daft thing about C&P the way it is is right now is being locked out of taking care of any bounty in the system that issued it.
It's akin to;

Police officer writes a ticket/summons for speeding and wreckless driving. Driver goes to the local court house but can't get in the door to answer the charge/pay the fine, and is told by the Clerk that they aren't welcome there. Driver then has to drive to the next county over and see THEIR Judge to pay the fine for some other county.

Its g STUPID!!!!

That's a totally erroneous analogy and you know it. If you don't, please contemplate it a little longer.
 
I think the rules are, for the most part, fine. I agree that the root cause of the situation here is bad or risky ship loadout, and I also think that there should be some other way to surrender it turn one's self in rather than death by cop.

Really, little would change from the player's perspective. Financial losses would be the same (pentaly fee equals whatever the rebuy would have been) and they are still transported to a detention center. The only difference is that the player would go into the station and have an option to surrender. To make it more than just a different gui for the same process & results, the financial penalty could be a little less than the death by cop option.
 
I dont even understand why a vulture needs a downrated fsd to begin with, it has like zero weight issues with its oversized thrusters.

I do d-rate my fsd on a couple lightweight ships like the ieagle and icourier but still have 20ly jump ranges. I just dont get it.
 
I dont even understand why a vulture needs a downrated fsd to begin with, it has like zero weight issues with its oversized thrusters.

I do d-rate my fsd on a couple lightweight ships like the ieagle and icourier but still have 20ly jump ranges. I just dont get it.
The excuse was the power requirement, but OP doesn’t know one can simply set up one’s power management to shut down the FSD when the hardpoints are deployed.
 
i mean, there's some good points on both sides here but seriously, players don't all live on the forums. none of the c&p changes are in the game manual or even in game. if you went into the game having based all your learning on the tutorials and manual, you would not in a million years think of something so obscure as "gee, i wonder if i downgrade my fsd but then [thing related to c&p happens] and i get sent to location x, which i wouldn't actually know was going to happen due to the game not mentioning ingame or in the manual that i WOULD be sent to place x, that i might get stranded with no sensible way out?"

once any of this ends up in a game manual or in the game itself, i think the "this is your fault and nobody else" thing has more weight to it.
 
All FSD jump ranges need to be doubled across the board.

The "repeatedly jump to star" minigame is the worst minigame in ED and the worst thing about the game overall.



Talk to a shrink

Doubling will not happen. It doesn't need it. OP used an E rated Fsd and lost his gamble.
You want bigger jump ranges?
That what Engineers are for.
 
i mean, there's some good points on both sides here but seriously, players don't all live on the forums. none of the c&p changes are in the game manual or even in game. if you went into the game having based all your learning on the tutorials and manual, you would not in a million years think of something so obscure as "gee, i wonder if i downgrade my fsd but then [thing related to c&p happens] and i get sent to location x, which i wouldn't actually know was going to happen due to the game not mentioning ingame or in the manual that i WOULD be sent to place x, that i might get stranded with no sensible way out?"

once any of this ends up in a game manual or in the game itself, i think the "this is your fault and nobody else" thing has more weight to it.

The manual doesn't detail anything about fitting substandard drives to a ship to allow an increase in power or speed - yet the OP managed to work that one out, wonder where he got that idea? The forums or reddit probably, the same place every second thread seems to be discussing C&P.
 
The excuse was the power requirement, but OP doesn’t know one can simply set up one’s power management to shut down the FSD when the hardpoints are deployed.

That doesn't let you low wake quickly if you need to escape though.

Now you could put fast boot on your fsd instead of downsizing it, and this is a better solution IMO, but people probably just don't think of that
 

Deleted member 115407

D
Go to the station where you're wanted, start a fight and get wasted.
 
ED badly needs fewer nuisance mechanics not more so this garbo new crime and punishment thing is a bad change and has made the game worse than it was before iMO
 
Nothing wrong with challenges and the need to learn the game more.
What you call nuisances could also be called simple rules of play.

The new punishment system is just some new rules. Please don't dumb down our game. Some of us love that it's a wee bit difficult.

CnP has a few wrinkles, but we'll all get the hang of it sooner or I'm pretty sure.

o7
 
The excuse was the power requirement, but OP doesn’t know one can simply set up one’s power management to shut down the FSD when the hardpoints are deployed.

The idea is sound. To use power management to control what shuts down certain modules while weapons are deployed, and deployed power usage goes over 100%. But don't put your FSD on the higher levels, leave that on 1. If your PP gets damaged in some way, and suffers from reduced output, you'll be left unable to Wake Out. It's much better to have things like Fuel Scoops, and Cargo Hatches lose power, rather than an FSD.
 

Deleted member 115407

D
Nothing wrong with challenges and the need to learn the game more.
What you call nuisances could also be called simple rules of play.

The new punishment system is just some new rules. Please don't dumb down our game. Some of us love that it's a wee bit difficult.

CnP has a few wrinkles, but we'll all get the hang of it sooner or I'm pretty sure.

o7

Repped.
 
This seems like the place to put this. Apologies in advance.

So earlier tonight I was bounty hunting for the CG in Haz Res, in my Corvette. I spot a Type 9, being fired on by at least two other ships, it's shields are already down, and even though it makes no tangible in-game difference, the RP-er in me demands that these two be the next target. I boost over along with my wingmate, we pile in, more or less taking one each.

After a boost turn or two, the Viper I'm shooting is just about dead. He's jousting at me, I line up, hold down secondary fire for my gimballed lasers, this should be the last volley. Just then, like that damn dog from Duck Hunt, the Type 9 casually drifts in from my lower left where the hull of the Corvette obstructs the view. He briefly get's in the way, showing me his topside, and I get the notification, 'reckless weapon discharge.' No bother, I've read about that in the patch notes, it's a slap on the wrists. I fire again, and the Viper is dead. I turn towards the other target my wingmate is nearly done with, also bringing the Type-9 back into view; just in time to watch it explode.

Now I've got my first murder bounty of an insignificant 5k (for a Type -9?), and a notoriety point. I had to bail on my wingmate (we were 10 minutes into our second run) and hope that if I point myself into the black and leave the game running I'll be able to pay it off after dinner.

I'm now back from dinner and TV, it's been about 3 hours. I've docked in LHS 3666, and still waiting for the notoriety to clear so I can get back to playing the game. In the time I've been typing this it still hasn't cleared, and I honestly doubt I'll still be top 10% when this CG closes (I only came back here because I'd dropped down to 25% in the first place, but I was back up).

Frontier, if anyone there is reading this, please let it not be murder when you only did a 'discharge' worth of damage. Let the ship that did all but the last shot be the murderer.
Maybe make crippled NPCs run away when they lose aggro?
Or put a minimum bounty cap before we have to deal with these lockouts?
Or a three-strikes rule (three hits in three different seconds)?

I'm throwing ideas around desperately, I know a perfect C&P system is impossible, but please come up with something that won't punish honest mistakes just as harshly as seal clubbing.

Again, apologies for the blow-by-blow.
 
Well mainly I just think you ought to have access to the shipyard (and maybe outfitting?) when using anonymous protocols. I mean if you can't switch between ships and modules then what's the point of having "hot ships" and "hot modules" in the first place? Sure, charge a premium to access these facilities when you're anonymous, lock everything else out, etc; but give us an opportunity to screw ourselves over in more in-depth ways than just making it "game over man" as soon as you have a single bounty on you.

I thought part of the whole C&P overhaul, and the attachment of bounties to ships and modules rather than CMDRs, was to allow for a sort of "descent into crime" situation where you could have a ship that is wanted in progressively more systems and you have to navigate a progressively more treacherous path in order to avoid getting caught (and then of course when you *do* get caught the penalties can be huge). But if you just throw out a full-on roadblock at the 1st 400cr bounty, there's nowhere else to go from there is there? It's just "whelp should have planned ahead, better kill yourself" The End.
 
All FSD jump ranges need to be doubled across the board.

Weak excuse to insert your little pet cause into the conversation. This is about C&P, and access to outfitting, not jump ranges. Your solution does not address the problem being discussed. If you put the smallest possible FSD in a vulture, it still won't be able to get out of most systems even if jump ranges are doubled.
 
Weak excuse to insert your little pet cause into the conversation. This is about C&P, and access to outfitting, not jump ranges. Your solution does not address the problem being discussed. If you put the smallest possible FSD in a vulture, it still won't be able to get out of most systems even if jump ranges are doubled.

Read the OP again he was not able to jump far enough.
 
The manual doesn't detail anything about fitting substandard drives to a ship to allow an increase in power or speed - yet the OP managed to work that one out, wonder where he got that idea? The forums or reddit probably, the same place every second thread seems to be discussing C&P.

i worked that out the very first time i changed my FSD and picked a smaller one by mistake.

however, if you can explain how someone with no prior knowledge could *possibly* know that getting an unintended ding on a ship would a) lock them out of outfitting all of a sudden (and why), and b) activate something called anonymous protocols with zero ingame explanation of what it is, why it is, or if it's active everywhere or just in one place, and c) what interstellar factors are, or how to find them on the map, or what they do, and d) how they're now suddenly locked into a location with not one single ingame clue as to how to escape their utter stuckness, or e) that deliberately looking for a suicide attempt is the fairly unintuitive "solution", or that f) people were getting sent to detention centers - hooray, problem solved? - except that in many cases were then being trapped IN the detention center location due to the same issue, then yeah, i take it all back because that would be very, very impressive.

this isn't figuring out how to take off, or switch a module, or use a mission board. it's a horrible sprawl of poorly meshing game mechanics that are literally not explained anywhere. remove your forum access, your reddit access, and the six thousand youtube videos, and nnnnnnnnnnnobody could *possibly* have sat down ahead of playing, and somehow worked out that 1) all those steps exist and 2) something would go wrong as a result.

it's beyond me why people defend stuff like this when half a dozen pages back one of the devs responsible for this very system is like "uhhh....yeah, that's how it works..."
 
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