I can hear Sandro Sammarco's voice saying "that's certainly desirable".

I believe there's a reason for why we don't have a decent crime system. There's a high risk to create all sorts of exploits. Just look at the low bounty limit for player bounties. Your first 2 points for instance will turn in no time into a sport for the top shots and something that everyone wants to brag about. Very difficult to do right, as it would require a really fine tuned balance - something that FD is light years away from. With FD's history to already struggle with the more mundane stuff, I'm not sure I really would want to ask for that and I doubt they have the balls for attempting it. I see no signs at least that could possibly prove me wrong.
That's all problems with the
current system though, and it's really not that hard to fix. Plenty of games already do this... the basic model is:
- Lawful PvE Activities = Low-med Risk, Low-med Reward
- Unawful PvE Activities = Med-high Risk, Med-High Reward
- PvP activities = User defined risk/reward.[1]
Like I said in my post, I want
bigger risk for criminal activities, set against
bigger reward. The fact I can get -100% hostile rep with Federation and
still dock at their stations is completely ridiculous. But if FD said "OK, being -100% hostile to a superpower denies you access to all their stations"
without increasing the incentive to continue aggressive actions towards the Federation... I'd just manage my rep to stay above that threshold, and avoid having any feds hunting me down.
But if being -100% gave me access to more ability to hurt the empire and access to alternate rewards, at the expense of never being able to dock in a Federal station and being hunted constantly in any federal-owned system, you'd see me diving right into that situation.
You can't have a Galaxy that makes any sense, if it
- permits relentless crimes ( for {reasons} ) even in permit-locked HighSec Systems
- protects the tiny Gameplay niche of bad guys
- by presenting a massive illogical imbalance exclusively favoring that Gameplay and punishing legal traffic (wrong place, wrong time)
- as a consequence favors, encourages and protects mindless Ganking
There are Players who want to play {everything else than bad guy} as well - and those are the overwhelming majority. The consequences shouldn't be too harsh on >them< IMHO as to make the game unfun for them to play.
Unfortunately, that's not the case.
...
However, a Notoriety 10 guy can happily hug SuperCruise with local Authority not even caring. That's the equivalent of driving into a large, heavily protected Military base and starting to shoot around - and basically nothing happening for as long as you leave the building in time (leave the Instance) - then you keep strolling around its areas, looking for the next building to start messing around with.
The fine balance doesn't exist in ELITE, never has.
It urgently needs something like it but it's exceedingly unlikely to ever come.
Is anyone asking for "relentless crimes" in high sec though? I already said that I
want more risk for criminal activity in high security, but it
must be coupled with higher rewards. If rewards
aren't coupled with the punishment system, bad guys just game it, and good guys suffer for it.
My want of the C&P is to allow for nuanced, thought-through criminal activities that have lasting, negative consequences for those that just carelessly "murderhobo for teh lulz"... but substantial rewards for those who consider, plan, stick to the gameplan and don't cause more trouble than necessary to achieve the goal. Wetwork missions are a great basic example of this. You need to hit one target, but there's usually 10 escorts. It's trivial to take out all the escorts then the target, but you walk away with massive bounties and notoriety. By sticking to the gameplan and
only hitting the target and leaving the escorts, which is much harder, you walk away with less bounties and no notoriety. Which is good for the current system, not one where you reward notoriety though.
An anti-example of this is the current system and "friendly fire"; the consequences of firing on a clean target have way more impact on a lawful character, while "unlawful" characters know what they're getting into and already have a plan to mitigate it. Most "lawful" players don't understand how to do this, and suffer the most from it. That's going to be the case for any system which seeks to punish bad guys and protect good guys; Either criminals and good guys get punished equally for the same transgressions, or they're equally unpunished, either way, the "good guy" suffers.
What's needed is a system that lets "accidental" criminals easily resolve their criminal status, and career criminals
want to stay wanted/with notoriety; that want to stay wanted/notorious is only possible with a commensurate reward. Otherwise, the bad guys just become skilled at gaming the system, and the good guys suffer more for their lack of competence.
Take the "Hostile" rep state; meant to punish "Ongoing antagonism" to a faction. Instead of
sticking with that reputation and any consequences (current or not) that might come with it, people just game the system to stay "unfriendly" and never experience the consequences.
Additionally, Notoriety needs to be
per superpower... it makes no sense for me to have Notoriety 10 as a result of being the scourge of the Federation... but sneeze in an Imperial holding? Suddenly they're going to hold me account for all my sins in.... the Federation? What?
Again, going back to the commensurate rewards... if Notoriety was per-superpower, and Notoriety 10 meant I would be jumped on by ATR as soon as I arrive in system,
but attempts to destroy those ATR could benefit my support of the empire, or a criminal activity, then you'd see me jumping headlong into that as a PvE "bad guy", but a PvP "bad guy" isn't going to get much fun out of being constantly ganked by ATR, when all they want to do is hammer noobs.
If bad guys want to play bad guys, the bulk of it should be limited to Anarchy and LowSec Systems by design.
It makes no sense for criminal activity (which includes smuggling and political assassinations) to be limited to Anarchy/Low Sec systems. Drug dealers don't sell drugs to other drug dealers, they sell them to cashed-up "civilians". Where are the cashed-up civilians? High Security. What's a high-paying hit for a criminal organisation? The billionare CEO living in a luxurious apartment in Sol who double-crossed the last guy he asked to do a hit, not Junkie Steve in the backwater of nowhere.
Activities in low/anarchy need to be high-risk, high reward for
Lawful characters, who can seek refuge in Medium/High security. Killing Pirate Lords, raiding contraband factories, rescuing hostages, because the law won't show up to protect you.
Conversely, activities in medium/high sec need to be high-risk, high-reward for
Unlawful characters, where the law will be quick to jump on them for their transgressions, smuggling contraband, assassinating high-profile civilians and raiding shipping lines..but they can flee to the safety of low/anarchy where the law won't follow.
Again, this is exactly the same problem with the parallel condition of Hostile rep state; in the current implementation there's no point being Hostile; it's far easier to rip the insides of a faction out by being Allied to them for low/no risk, high reward. It's completely back to front.
[1] Realise I didn't explain this... PvP is "user defined" because the basic construct of a game is, kill a minion, get a rusty axe, kill a big bad, get a holy avenger. Conversely, kill a low-threat NPC pirate, get a couple thousand credits. Kill a pirate lord, get a couple hundred thousand. My argument is then kill an NPC cop, get a bounty on your head, and a minor reward from a criminal entity. Kill a wing of ATR, get a major bounty
and a major reward.
But for PvP... the penalty for killing a player is going to be the same, regardless. Maybe they could scale it based on local system reputation where you die, but where a PvE criminal career increases with rewards, the only game-assigned effect for PvP is a penalty; the reward is dependant on whatever character you hit, and if you're seal-clubbing, that punishment should far outweigh any reward from that activity... whereas PvE will compensate that.