I don't like this. People will just AFK whilst sleeping.
Doesnt really make difference.
Before, buy a sidewinder, slap on some fuel tanks, and fly off into space while AFK, self destruct when you come back to the game.
Doesnt really make difference.
Before, buy a sidewinder, slap on some fuel tanks, and fly off into space while AFK, self destruct when you come back to the game.
I wish there was a switch to prevent notoriety from decaying. Real pirates want notoriety!
"[Blackbeard] was a shrewd and calculating leader who spurned the use of force, relying instead on his fearsome image to elicit the response that he desired from those whom he robbed." ~ Wikipedia
I did the same with my FDL, turned everything off including FAO. Flew in a spinning line, in an instance and then jumped back to the station.
I only did it once to see if would work and it did. Then i realised that ATR are a total non issue anyway and just carried on with my life
Powerpanic
The Voice of Griefing
Notoriety is the typical example of bad game mechanic choice. Serve no purpose except discouraging people to play the game.
Consequences are only focused on punishment based on limiting players access to game functionalities without offering any reward opportunities or new functionalities.
Gank - afk decay - gank - afk decay - switch modules to a new ship to avoid bounty - gank - afk decay - gank...
Yeah, it's really odd random murder isn't rewarded.Notoriety is the typical example of bad game mechanic choice. Serve no purpose except discouraging people to play the game.
Consequences are only focused on punishment based on limiting players access to game functionalities without offering any reward opportunities or new functionalities.
'One dimensional perspective...that might be the case from your playstyle POV! This C&P feature discourages the nihilistic, lobotomised chimps (aka everyone at the CG in FDLs last night [big grin]) from killing cmdrs indiscriminately [sniped]
Yes it is.Yeah, it's really odd random murder isn't rewarded.
And others claim they got destroyed for no reason while asking for the reason they got destroyed. And then they go : it is not because you can play the way you want within the framework of the game rules that you should! Boggles the mind even more, doesn't it ?People claim: I roleplay a terrorist, I roleplay a serial killer, I roleplay a psychopath. And then they go: why am I not being rewarded? Boggles the mind doesn't it?
What kind of added reward would you like to see for random murder?Yes it is.
As much I'd say.And others claim they got destroyed for no reason while asking for the reason they got destroyed. And then they go : it is not because you can play the way you want within the framework of the game rules that you should! Boggles the mind even more, doesn't it ?
What kind of added reward would you like to see for random murder?
I'm all for creating good content for criminal lifestyles, and make them viable career choices. Even to the point that anarchy systems to them would be like high security systems to lawful players.We already talked about it. In short, added reward would be Cr - mats/data or influence but it is more than that because regarding PvP aspect, this could be easily exploited.
The most important is, imho, making criminal activities (piracy, assassination, smuggling etc...) meaningful and engaging where, as an example, notoriety could be used as a multiplier : the more you have the better are rewards but harder are consequences and risks to get caught. System security should mean smth, being a criminal as well.
I think it is the same for any other activity in the game. A lot of elements are already present but lacks of gameplay mechanics and functionalities.
I am 100% sure you have plenty of ideas to make exploration gameplay more meaningful and more engaging with new mechanics/functionalities (probing/scouting caves or canyons or underwater, new and specific astronomical stuff etc...)
We already talked about it. In short, added reward would be Cr - mats/data or influence but it is more than that because regarding PvP aspect, this could be easily exploited.
The most important is, imho, making criminal activities (piracy, assassination, smuggling etc...) meaningful and engaging where, as an example, notoriety could be used as a multiplier : the more you have the better are rewards but harder are consequences and risks to get caught. System security should mean smth, being a criminal as well.
I think it is the same for any other activity in the game. A lot of elements are already present but lacks of gameplay mechanics and functionalities.
I am 100% sure you have plenty of ideas to make exploration gameplay more meaningful and more engaging with new mechanics/functionalities (probing/scouting caves or canyons or underwater, new and specific astronomical stuff etc...)
Having mats drop from a player as well as NPCs is a design choice that could be implemented just as it is with the NPCs themselves. Have nothing drop from Harmless, if you kill me (non-newbie in an engineered ship) you pick up something consummate with the effort involved. So if I put up a decent fight for 20 minutes you get some G5 mats, if I just fall over with incompetence you get a few G1s.