The new C&P mechanics seem to highlight three things to me...
note: This mirrors my comment under the video itself, but I'm now expanding on it too.
1) Poor design of trying to deal with illegal destruction
The new mechanic is just clunky, contrived, complicated and gamey.
Consider if instead it was as simple as a reputation (what ever we call it, Notoriety, or Pilots Federation Criminal Reputation ) which increased as you illegally destroy CMDRs or NPCs. This reputation is then simply rated over a given time frame and penalties applied accordingly.
So it's entirely feasible you could illegally destroy a CMDR or NPC periodically and never even get penalised/noticed (via this mechanic), just as long as your reputation stays low enough over a given time frame.
However, if you continue your murderous activities, then you very quickly start getting more and more penalities applied:-
- More and more stations deny you access. This could following a ramping progression bases upon their security level?
- More and more systems deny you access. This could following a ramping progression bases upon their security level?
- And if you continue, and your criminal reputation gets high enough, you're even highlighted to all other CMDRs as a know psycho.
- Etc...
A pirate "working" at a CG for example, would now need to very carefully consider if destroying a CMDR is a wise thing to do. If their reputation is low, they'd probably get away without any of the above penalties being applied - hence traders still having some threat to them - but they certainly couldn't do it often without strong penalties quickly then being applied.
So your murderous behaviour is treated very organically. The odd random illegal destruction would be ignored. But if you start acting like a psycho, you'd get treated like one.
And your reputation would decay over WEEKS! Not a few hours sitting in a sidewinder outside a station while you sleep.
Note: The reputation in question is simply for the CMDR, not ships, not modules, no hot or cold anything. No going to X to do Y to do pay it off. It's just nice and simple.
2) No orchestrated PvP
We're now 3-4yrs into the game, and mechanics are now being put in to try and tighten up on unwanted PvP. ie: Ganking and mindless seal clubbing etc. This is good. However, what is clear to me is the game needs to offer easy to find rewarding PvP gameplay. Even if this is simply some OPEN only CGs.
But as things like combat scenarios haven't been invested in (eg: we stil haven't even got things like convoy escort/attack missions for example through asteroid fields, or full on orchestrate station blockades), there's little for the game to leverage and offer for PvP gameplay (or indeed Thargoids!). For example, with more interesting combat scenarios, of course Powerplay could be a goto place for PvP. ie: In OPEN a couple of key tasks pit CMDRs from one Power against another, in something a little more orchestrated than delivering papers to X (eg: One Power escorting ships through an asteroid field, with the other protecting them.).
3) Where is any sort of "positive" criminal reputation and gameplay?
So significant effort is going into penalising illegal destruction, but where (after 3-4 years) is any sort of effort to actually orchestrate and reward piracy? By this I mean general nefarious activites (not illegal destruction). Where are the missions, locations, depth to promote piracy and related gameplay?
I've quoted this before. This is an email I sent to some friends when I heard about Asteroid Bases:-
These are the hub of all the new piracy mechanics where you can build up a piracy reputation and inturn gain access to these hidden nefarious location. You can then obtain new challenging piracy based missions and access to more rewarding black markets etc.
Oh! I misread the release notes... They're just like normal stations...
I think the sarcasm in that email pretty much makes my point.
Summary
It truly worries me there's been time for Generation Ships, Guardian Bases, Thargoid Bases, Multi-Crew, and other investments in development time which IMHO offer a temporary interest/distraction, but which after a few weeks or months mostly sit there collecting dust. Meanwhile a lack of investment in improving core gameplay depth is impacting on the game over and over (ie: improved combat scenarios for PvE, PvP, CGs, Powerplay and even Thargoid invasions).
This latest issue with C&P just further concerns me about the design choices and allocation of development effort.
Anyway, I made an attempt at a C&P mechanic (along the lines of the above comments) over a year ago here -
https://forums.frontier.co.uk/showt...-Reputation-quot-and-quot-Risk-Hot-Spots-quot
And a post about the lack of core gameplay investment (& its impact across the board, eg: on multicrew) a year ago here -
https://forums.frontier.co.uk/showt...s-now-coming-back-to-bite-ED-in-the-boosters!