Notorious CMDRs should show on galmap and radar

Notorious CMDRs (esp. ones murdering other players) should be marked on the galaxy map. Any time they dock at a non-anarchy system, get scanned, or interdict or attack a ship (unless it has report crimes off), marker appears or has its location updated. Hovering over the icon would show CMDR name, bounty, ship (as seen last) and a timestamp.

Also, their radar icon should have a dedicated colour indicating they're notorious.

Why?

1) PvP bounty hunting. This is a sadly neglected part of the game. It would offer meaningful PvP opportunities.
2) Ganker evasion. Players flying non-PvP ships would be more able to avoid gankers.
 
Theoretically the Nav beacons are scanning ships as they jump into systems also. There should be automated comm messages whenever a notorious CMDR pops into the same system as you. :)
 
Also, this sort of change should naturally be bundled with something, that benefits criminal careers. Maybe make black markets more lucrative, introduce pirate bases and free havens only available to notorious players? Murdering for no obvious reason is not considered a "career" and shouldn't carry the benefits, though.
 
Also, this sort of change should naturally be bundled with something, that benefits criminal careers. Maybe make black markets more lucrative, introduce pirate bases and free havens only available to notorious players? Murdering for no obvious reason is not considered a "career" and shouldn't carry the benefits, though.

I've liked the idea of pirate bases for a long time where you can only docked if you have a bad boy rep.

The problem being, how to incentivise bad boy game play, with appropriate pluses and minuses, without incentivising ganking or people being jerks.

Perhaps pirate bases should be somewhat discerning, allowing people who priate to dock but not murderers. But how to track who has actually tried to pirate but had players that wouldn't comply and needed shooting. That would be tricky to say the least, so probably not doable.
 
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The problem being, how to incentivise bad boy game play, with appropriate pluses and minuses, without incentivising ganking or people being jerks.

True, difficult. Maybe a "meta superpower" for the criminal underground for tracking bad boy reputation? Selling contraband and doing missions for criminal factions would improve it, while mindless killing would not.

Would be awesome, if factions would give kill orders (basically assasination missions) on CMDRs. The good guys would pay for taking out notorious villains, while the bad boys would send their hit men against successful bounty hunters.
 
The mechanics for unlocking engineers could be used for gaining access to secret crime boss bases. These could provide special equipment/mods (faster manifest scanners and hatch breakers, jammers that slow down detection of wanted status, etc.) along with outfitting, repairs and shipyard services.

Permits are usually quite useless, but having a permit-locked haven for the criminal elite would be cool.

Come to think of it, the criminal rep meta power would also open the possibility of criminal rank. From scumbag to kingpin.
 
Notorious CMDRs (esp. ones murdering other players) should be marked on the galaxy map. Any time they dock at a non-anarchy system, get scanned, or interdict or attack a ship (unless it has report crimes off), marker appears or has its location updated.

[...]

I know where you are coming from. But unfortunately i predict that this would just mean that people rack up a few points of notoriety, then migrate to solo or a PG with just their friends. They play for a few hours there and return to open when notoriety faded away.

To make something like this work, notoriety itself would first have to be reworked. There were a lot of good ideas about that around when C&P was implemented. FD decided not to go for any of them. But neither of them, as far as i remember, would've locked people to open.

Of course some additional mechanic along the lines "and if you kill a player, you now can only access open and the PG you were in when you killed that player" could be implemented. But chances for that to actually happen are minimal. It's not on FDs list at all.

I've liked the idea of pirate bases for a long time where you can only docked if you have a bad boy rep.

The problem being, how to incentivise bad boy game play, with appropriate pluses and minuses, without incentivising ganking or people being jerks.

There are more questions to that. My first one: on what would you base it? Notoriety doesn't cut it. Just using myself as an example: at some time i ended up hostile to a local power. I didn't do piracy, i didn't murder ships or anything like that. I just supported honest people in a system under prohibition by supplying urgently needed booze. Although I rarely was scanned when entering the station (wasn't good enough yet to push it to never), my local reputation kept going down. Till one time i arrived at the station, again with my cargo hold full of alcohol, and local security was shown red and attacked me.

That was when i decided to move to Empire space. Those people just know more about the fun in life.

I doubt you can still ruin your reputation like that these days. After all, negative reputation auto-recovers over time by now. But all in all, i'd say that my Commander at that time was a kind of "bad boy". But i wouldn't see any appropriate mechanic in game to reflect that.

I mean "bad reputation at one faction" also is not cutting it. During my commanders later career as bounty hunter, more than one faction ended up with negative feelings, too. So i really couldn't easily name anything fitting in the game for that at the moment.

[...]

Come to think of it, the criminal rep meta power would also open the possibility of criminal rank. From scumbag to kingpin.

The first part of your posting is nice, but i could easily come up with plenty of gaps there. See above: i couldn't figure out something which really would cover all the bases. At least not without being an insanely complex monster of game mechanic.

But the last part i really like. Properly supporting that by game mechanics wouldn't be easy. But if it works, it would be really nice to have.
 
I know where you are coming from. But unfortunately i predict that this would just mean that people rack up a few points of notoriety, then migrate to solo or a PG with just their friends. They play for a few hours there and return to open when notoriety faded away.

To make something like this work, notoriety itself would first have to be reworked. There were a lot of good ideas about that around when C&P was implemented. FD decided not to go for any of them. But neither of them, as far as i remember, would've locked people to open.

Of course some additional mechanic along the lines "and if you kill a player, you now can only access open and the PG you were in when you killed that player" could be implemented. But chances for that to actually happen are minimal. It's not on FDs list at all.



There are more questions to that. My first one: on what would you base it? Notoriety doesn't cut it. Just using myself as an example: at some time i ended up hostile to a local power. I didn't do piracy, i didn't murder ships or anything like that. I just supported honest people in a system under prohibition by supplying urgently needed booze. Although I rarely was scanned when entering the station (wasn't good enough yet to push it to never), my local reputation kept going down. Till one time i arrived at the station, again with my cargo hold full of alcohol, and local security was shown red and attacked me.

That was when i decided to move to Empire space. Those people just know more about the fun in life.

I doubt you can still ruin your reputation like that these days. After all, negative reputation auto-recovers over time by now. But all in all, i'd say that my Commander at that time was a kind of "bad boy". But i wouldn't see any appropriate mechanic in game to reflect that.

I mean "bad reputation at one faction" also is not cutting it. During my commanders later career as bounty hunter, more than one faction ended up with negative feelings, too. So i really couldn't easily name anything fitting in the game for that at the moment.



The first part of your posting is nice, but i could easily come up with plenty of gaps there. See above: i couldn't figure out something which really would cover all the bases. At least not without being an insanely complex monster of game mechanic.

But the last part i really like. Properly supporting that by game mechanics wouldn't be easy. But if it works, it would be really nice to have.

Its a good question about what to base it on. I think there would need to be some sort of long term reputation things, so people can't just become weekend pirates or gankers to get access.

Kinda at odds with the no name and shame policy,though,innit?

In that case, so is the wanted system.
 
Kinda at odds with the no name and shame policy,though,innit?

The policy is for the forum. The proposed system would be in-game. We already can get a list of players with top bounties on them. It would be just an expansion of that.

Problem here, that list counts all bounties, be it player or NPC. The OP, according to my understanding, is aiming for player killers and doesn't care for NPCs. Which means a mere mechanic of "show everybody who has more than 10k bounty on them" (means, everybody who has more than one or two accidental kills on him) is not doing the job.
 
I know where you are coming from. But unfortunately i predict that this would just mean that people rack up a few points of notoriety, then migrate to solo or a PG with just their friends. They play for a few hours there and return to open when notoriety faded away.

Well, Open only for notorious commanders has been suggested before, and IMO would be great. But even barring any changes to notoriety, even forcing gankers to temporarily take refuge in Solo/PG would be a good thing. Random gankers could not stay around to prey on non-PvP ships or noobs. Gank wings would prove more of a challenge for the bounty hunters, but I'd see bounty hunter wings vs gank wings a source of good, meaningful PvP for those so inclined.
 
Open only for notorious commanders will not fly either, as you can gain notoriety just fine in Solo...

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And as long as we all the current limitations and possibility to abuse the instancing and the P2P mechanism of the game, I could in most instances, make me "impossible" to instance with, so this will just create alot of frustration when you get kicked to the menu when you try to hunt me for my PvE gained notoriety... And if i can do this as a PvE player, imagne how the gankers can abuse this to mess around with the same mechanics to avoid player bounty hunters...
 
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Murdering for no obvious reason is not considered a "career" and shouldn't carry the benefits, though.

I agree with all your points except this. As I have said before Murder should absolutely be a valid career path and should steadily unlock equipment, engineers and bases down a "terrorist" route (vs CMDRs or NPCs of course).

All this should also be tied into the other valid careers that need some love - Piracy, Bounty Hunting and (to a certain extent) Trading (e.g. trading in low-sec should be really "84 in Reidquat" risky, with the ability to buy drugs at 1-2 credits per tonne for resale somewhere square of 5-10,000 credits per ton). These should all ideally form a virtuous cycle with perks for each.

Then we have the Security rating of a system - High Security should be equivalent to 5 stars in GTA for a notorious terrorist CMDR - continual harrassment by high powered NPCs (with the dream being that Bounty Hunting CMDRs at a certain level can telepresence into NPC ships and take over PvP duties).

#keepdreaming
 
I agree with all your points except this. As I have said before Murder should absolutely be a valid career path and should steadily unlock equipment, engineers and bases down a "terrorist" route (vs CMDRs or NPCs of course).

All this should also be tied into the other valid careers that need some love - Piracy, Bounty Hunting and (to a certain extent) Trading (e.g. trading in low-sec should be really "84 in Reidquat" risky, with the ability to buy drugs at 1-2 credits per tonne for resale somewhere square of 5-10,000 credits per ton). These should all ideally form a virtuous cycle with perks for each.

Then we have the Security rating of a system - High Security should be equivalent to 5 stars in GTA for a notorious terrorist CMDR - continual harrassment by high powered NPCs (with the dream being that Bounty Hunting CMDRs at a certain level can telepresence into NPC ships and take over PvP duties).

#keepdreaming

I totally agree that there should various career paths, that gives some direct bonuses and challenges.
The easy go route is to be a law abiding pilot, then most bad stuff comes from the criminals, and as you so nicely added, flying in high security systems should be relatively safe, as the criminals have to constantly evade law enforcement.

If anyone venture deep into anarchy space, then there is no rules or law, anything goes, that is why it is anarchy space.

Now, there are some key elements that will create some real issues, engineers are often placed in high security systems, so being a criminal could mean some challenges getting to the engineers, the engineers themselves do not really care about who they are serving....
So perhaps we need to add a few other more engineers that located in anarchy space to offer these services to the criminal customers, and they offer G5 upgrades for stuff that are good for piracy, like faster manifest scanners, etc.


Give players to choices to go down certain routes, and reap all the benefits and also have to account consequences their choices brings.
So being a hit man, smuggler, pirate, etc, have their place in this galaxy, and that 50 million piracy mission, to go and track down a trader and steal some highly valuable goods in a high security system could prove to be a real challenge, can track it, disable it, and wrangle out 50T of the carg and pick it up, before the ATR arrives? you know cheating NPCs using stuff like G7+ engineered ships, using stuff we can only dream off, that will outfly you on specs, out gun you in power, and most importantly, out number you, as they will not fly alone.
Big pay day for a big challenge. This is the sort stuff I want to see.

And for the law abiding pilots, delivering gods to anarchy systems will pay ALOT more than to a high security system, do you have what it takes to make the delivery! And of course there are some corporate black ops pirates out there with stolen tech that will make your task a bit more interesting... see them as ATR tech gone rouge...


So encouragement for "both" sides to enter "dangerous" territory. So it should not matter if we do it in solo or open... it would like this to be a challenge.



There are ALOT of potential of giving us the foundation to actually play the bad guys, and that is without considering what this could do for PvP events and interactions. As getting ganked in a high security system should be very rare, as the game design now would push out the gankers from these systems, but players flying into anarchy space should mean that you are now fair game for this kind of engagement, and we could add some bells and whistles to alert players about this potential dangerous place you are travelling too. I am sure we are gong to see alot of players who complains that they took this lucrative mission and then got blown up by 2 super engineered pirate Anaconda within seconds, just like they complain about the 100k+ LS super cruise travel they have todo in some systems.... stuff that is shown when you pick the mission (there are some exceptions... but the hints are still there)
 
I'd like that idea - personally I'd also like a "distress call" flash up if a commander attacks another commander close by.

But I'm sure mechanics wise there's reasons why it couldn't happen.
 
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