On gankers.

I come for the well balanced folks who compare PvP to being a real life sociopath or murderer.

I don't.

But i do comparing shooting people in the face for fun, in high security systems as people who should be treated by the game as sociopaths and murderers and be hunted by the law until dead or relegated to low-anarchy systems since regular society do not usually allow for Hannibal Lecter, Jeffrey Dahmer or similar people to exist in civilized society.

So PVP in areas where the law is less common, sure, not a problem, it's up to the traveller to check security of said system before venturing there.

But where there IS good security the impact should be felt so that the DANGEROUS part of Elite actually exists for those who really want to roleplay complete murderous ats.

I mean...how many are afraid of the law in Elite right now, and we are talking about systems like SOL, ACHENAR...
 
I don't.

But i do comparing shooting people in the face for fun, in high security systems as people who should be treated by the game as sociopaths and murderers and be hunted by the law until dead or relegated to low-anarchy systems since regular society do not usually allow for Hannibal Lecter, Jeffrey Dahmer or similar people to exist in civilized society.

So PVP in areas where the law is less common, sure, not a problem, it's up to the traveller to check security of said system before venturing there.

But where there IS good security the impact should be felt so that the DANGEROUS part of Elite actually exists for those who really want to roleplay complete murderous ats.

I mean...how many are afraid of the law in Elite right now, and we are talking about systems like SOL, ACHENAR...
This. 100%.
Push dodgy criminal acts into low-sec or anarchy systems, where it should be.
Make the penalties for blowing up a new player in a sidewinder outside hi-sec Sol station so harsh that people would rather not do it...they can/could...but they wouldn't want to...ie no insurance for your ship or rebuy cost is 50% of your credits :)
That isn't too much to ask is it? Making hi-sec actually mean something.
 
Anarchy systems, in my experience, are no more or less dodgy than any other system. Forcing the hoodlums into this area would make them the risk they ought to be. For me, anarchy systems mean that I can get away with milking T9's etc for mats. Thats about it.
 
...FD would have to make anarchy systems more lucrative so people would be more tempted to visit them. They could have the best yield for mining etc. This way there is risk and reward.

^^ this

Better mining, higher bounties on NPcs, markets that sell "illegal" goods to take back into the bubbles black markets and so on.

I'd love trying to get my Cutter and fill it with dodgy goods, then try to sell sell it in the middle of the bubble for mega money.
 
...FD would have to make anarchy systems more lucrative so people would be more tempted to visit them. They could have the best yield for mining etc. This way there is risk and reward.

Yup.

- Make ALL goods legal in Anarchy
- Limit access to black markets outside of Anarchy systems to people who are wanted (joe average have no knowledge about where to find a black market and they are not advertised on billboards)
- Make black markets available on ALL locations
- Halve the cost of all (normally) illegal substances in Anarchy systems
- Double the cost of all the scarce everyday items (legal goods)
- Make anarchy systems DANGEROUS (pirate fleets roaming around)

Result:

- Now traders WANT to go into anarchy systems to sell regular goods and make a profit on the risk vs reward.
- Smugglers now want to take illegal goods OUT of anarchy systems and access black markets to sell them.
- Now you HAVE to be a criminal to access black markets so you WANT to commit crimes.
- Now there is a possible profit in attacking people leaving AND entering anarchy systems because they might have valuable loot.
 
Yup.

- Make ALL goods legal in Anarchy
- Limit access to black markets outside of Anarchy systems to people who are wanted (joe average have no knowledge about where to find a black market and they are not advertised on billboards)
- Make black markets available on ALL locations
- Halve the cost of all (normally) illegal substances in Anarchy systems
- Double the cost of all the scarce everyday items (legal goods)
- Make anarchy systems DANGEROUS (pirate fleets roaming around)

Result:

- Now traders WANT to go into anarchy systems to sell regular goods and make a profit on the risk vs reward.
- Smugglers now want to take illegal goods OUT of anarchy systems and access black markets to sell them.
- Now you HAVE to be a criminal to access black markets so you WANT to commit crimes.
- Now there is a possible profit in attacking people leaving AND entering anarchy systems because they might have valuable loot.

Please go apply for a job and make Elite awesome.

https://www.frontier.co.uk/careers

@FDev Hire this person!
 
I like above thinking a lot, as current ED is dull and boring regarding various security states.

I remember visiting my first Black market and thinking "Sooo, this is it?"
 
Notoriety should be permanent and only removed upon death.

We had this before it was rendered useless by the suicidewinder exploit. I could see a case for having to wait as we do currently, then notoriety is only removed in death of the player in the ship the notoriety was gained in. If only part of the notoriety was gained in that ship only that part of the notoriety is removed.

It still only reduces the penalty to money though. Denying the player access to the ship notoriety was gained with would be a more effective deterrent, and would motivate players to commit crimes in disposable ships. And still the trolling of the naive would be frustrating.
 
Player-based bounty missions allowing many players to go after the same CMDR would def hassle the more 'notorious' among us though, and that would go some way to being a deterrent and certainly better than any credits they may eventually lose.

FDEV would need to give tools to the bounty hunters though in order to track them.. As i see it, everytime you jump into a system, the NAV beacon should be able to scan any ship and then pass that telemetry on to bounty hunters should it scan a CMDR that exists on the bounty mission board.
 
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Player-based bounty missions allowing many players to go after the same CMDR would def hassle the more 'notorious' among us though, and that would go some way to being a deterrent and certainly better than any credits they may eventually lose.

FDEV would need to give tools to the bounty hunters though in order to track them..

Why do people keep bringing this up? No it wouldn't 'hassle' anybody. What it would do is make those 'notorious' players extremely rich in no time. I'll let you figure out how.
 
Flag em up on the Galmap. Then everyone can see them, where they are etc. Then the Bounty Hunters can pursue the blighters and we yellow bellied Sir Robin's can avoid the scurvy dogs.
 
Flag em up on the Galmap. Then everyone can see them, where they are etc. Then the Bounty Hunters can pursue the blighters and we yellow bellied Sir Robin's can avoid the scurvy dogs.

If you add a player to your friend list you can see where they are (if they are in the same mode/group as you), when they are online and what mode they are in. You only see the system, you don't get a wing beacon to locate the instance they are in. Of course they have the same info about you.

If a player's notoriety reaches 10, put them on display to all players (as if they were on your friend list but only in one direction) with a different colour.

This would allow players to avoid them or give chase. It rewards being a baddie with some imfamy, if the player stays in solo (or is a PvE baddie) they choose to stay out of open/PvP enabled group and their 'threat' to the community is mitigated. If they play in Open the chase is on.

Could work.
 
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