Crime and punishment, make bounties for murder mean something

In the ever going debate on gankers versus people trying to enjoy the game, we have the issue of the current way crime and punishment works.

There are a few key items to consider:
1 - We must treat NPCs and Player Characters the same way. (For "reasons", just go with it.)
2 - We want there to be a way for players to prey on NPCs, both in missions and outside.
3- Different factions are different jurisdictions, and normally does not care for crimes in other jurisdictions.
4- We want there to be a real downside however to "role play" the psycopath that runs around killing randomly.


The current system does definitely allow for #1 to #3 while #4 clearly is not currently discouraging enough.

The system with "notoriery" that forces you to wait before you pay off a bounty, and NPC bounty hunter is something. The problem is that the bounties are no way near the losses incurred.

My suggestion is to add a reparations as part of the punishment. You incur a reparation debt that amounts to the rebuy cost for the ship destroyed as well as the cost for any cargo destroyed. Notice that robbery (aka "piracy") does not count as goods destroyed. The cost is either 90% of galactic average or actual purchase cost, whichever is the lowest.

This of course has to be reflected in they payout for massacre and wet-ops missions.

At the same time anarchy systems need to mean something, I propose that uninhabited systems without a navigation beacon are considered lawless, the same way that some installations and conflict zones are today.

Anarchy regimes should not share bounties, while high security regimes should share murder bounties once you cross a certain threshold. If that is 10 notoriety or one billion in legal debts or something else I leave for those with better insight into the game mechanics (preferably FDev).


As for notoriety and bounties/fines/reparations as a result of missions:
Part of the rewards for a wet ops missions could be that your name is cleared for that crime (fines and reparations for that crime are paid off, but not notoriety). Just stay out of trouble if you do wet-ops, notoriety in itself is not a problem unless you have a bounty on your head.

Massacre missions (killing X number of enemy ships) are typically given in war, so there will be conflict zone where you can get those kills without incurring a murder charge.


This is a bit of a brain dump, so here goes:
1 - reparations for lost cargo and rebuy for the victim. The current discount for victims of mass murderers should be in place, but not reduce the amount the criminal pays to the insurance company. This just means that less of the reparations are paid to the victim.
2 - base bounty/fine for murder significantly increased to about one million credits. Also unlimit the payout.
3 - Bounty is set to half the value of the fines and reparations incurred both for fines above a value lower than the murder value, and unpaid fines, just as today.
4 - Trespassing and other minor bounties are not touched.
5- If reparations are paid off at a station contact, full reparations are sent to the victim(s).
6- If a bounty is claimed, reparations are halved (as half the bounties and reparations are paid as bounty)
7 - Legal debts are account bound and stay through character wipes.
8 - Failed missions? The penalties should be on the murderer, not the vicim. The murderer shold lose the majority of the goodwill. This includes fines for lost mission specific goods.

Please. if you comment, do not claim that it is a major inconvenience not to be able to handle hot goods because you managed to rack up millions in bounties using the current system, or that some of you ships and ship parts are hot. Just pay off your debts and be done with it.

Do however comment on situations I did not think of, actualy relevant game play that have to be accomodated without turning the galaxy into the completely lawless anarchy it is now.
 
One thing that came to mind immediately:
With a harsher punishment for murder comes the risk of forgetting to turn off the "report crimes" function.

This can be solved in one of two ways:
Do you consentual PvP duels in systems without nav beacons, as those are lawless under this system.
At the rebuy screen, have the option to waive your claim on the other party, including murder charges.
 
Thank you for your considered C&P changes...

I do assume the majority of the measures suggested are to "Punish" those who kill other players, rather than players such as myself who enjoy a 'life of crime', along with the reduced BM payments for 'hot' goods?

Or are you perhaps suggesting that any form of crime should be eradicated from the game and everyone be 'nice' to everyone else?

I'd hate to think how much a 'wetwork' contract would have to offer to pay for the destruction of so many ships and their cargo...
 
The big problem with "make it have really harsh punishments for shooting down clean player ships" is that there are perfectly legitimate reasons to do so outside an arranged duel which have nothing to do with ganking, and this would stop all of those, too.

For example: you have obtained a few hundred credits of bounty from a PvE surface scan mission. This makes you a valid target for an incompetent PvP bounty hunter, who attacks you with an unengineered Anaconda. It should absolutely be valid [1] for you to fire back and turn them into debris, but under your plan you would have to pay them compensation for their stupidity if you did.

Equally, if full reparations are paid to the victim of a "crime", the station rammers currently using Sidewinders will switch to losing Cutters to the ram - when the station blows you up for travelling at 101m/s when they hit you, you get to pay your rebuy and their rebuy, which will be great fun for all involved, except the actually innocent party.

[1] Note: not legal, but valid. The game should punish the act in accordance with the legal system, but this can't be so punitive that you don't do it.

1 - reparations for lost cargo and rebuy for the victim.
So this would make it that killing a fully-armed combat Cutter required about 50M in reparations paying - despite the Cutter being quite easily able to escape almost any attack! - while sitting outside the beginner zone shooting down D-rated Sidewinders would be basically free in terms of reparations.

That seems like the wrong incentive to give gankers.

8 - Failed missions? The penalties should be on the murderer, not the vicim. The murderer shold lose the majority of the goodwill. This includes fines for lost mission specific goods.
Why shouldn't this also apply if you lose your ship to an NPC? (Especially a "mission target" one that the mission has attracted?) Dead is dead either way, so why treat them differently.

(If the answer is "because NPCs can't kill you and players can", why not just make the mission auto-succeed when you take it, and save some time?)
 
Have a flag for PVP interactions only that records who fires first.

The aggressor then needs to pay the defender the balance between their respective rebuy costs if the defender is destroyed. This would discourage seal clubbing.

If the aggressor is destroyed then they pay their own rebuy.

The consequence should rest with the decision to open fire.

It'll never happen though because there's always a way to game the system.
 
Have a flag for PVP interactions only that records who fires first.

The aggressor then needs to pay the defender the balance between their respective rebuy costs if the defender is destroyed. This would discourage seal clubbing.

If the aggressor is destroyed then they pay their own rebuy.

The consequence should rest with the decision to open fire.

It'll never happen though because there's always a way to game the system.
Yes. In this case, the "gaming" is that you can seal club in a very cheap ship and engineering doesn't add to your rebuy cost. Therefore, rebuy cost difference isn't very high, so club away.
 
In this case, the "gaming" is that you can seal club in a very cheap ship and engineering doesn't add to your rebuy cost

Apply a multiplier based on differential in Combat Rank ?

The point being, it should be punitive to make the decision to open fire on someone who's demonstrably weaker than you (unless they fire first) but if you're evenly matched, as much as the game metrics allow, then have at it with no real penalty.
 
Apply a multiplier based on differential in Combat Rank ?

The point being, it should be punitive to make the decision to open fire on someone who's demonstrably weaker than you (unless they fire first) but if you're evenly matched, as much as the game metrics allow, then have at it with no real penalty.
Nollocks - totally useless measures: I make a second account. Engineer some gun and grief the crap out of sidewinders. Doesn't probably need any engineering even.
 
totally useless measures:

I agree, but is it more or less useless than what we have now?

I've lost count of the number of times i've been attacked in my unarmed, lightly shielded, cheap as chips DBX hopping in and out of engineer systems and Shinrarta Dehzra.

It's never been a Sidewinder. It's always at least one FDL.

Oddly it's never happened in my armed to the teeth Corvette. I must just be lucky.
 
Nollocks - totally useless measures: I make a second account. Engineer some gun and grief the crap out of sidewinders. Doesn't probably need any engineering even.
An unengineered Vulture would do fine given how quickly player shields and hulls crumble.

The other problems is if someone returns fire after being repeatedly rammed. They're the aggressor then.

The ideas are overly complicated, asking for a lot of dev time and factoring things in like powerplay pledges, probably ineffective when implemented anyway.
 
It's absolutely imperfect. I don't know hwat the answer is but I'd just like to see every PVP encounter in the game carry an element of risk for all parties involved.

None of the PVP encounters i've ever had outwith Conflict Zones have ever been like that.

It's Elite: Only Dangerous for some
 
In the ever going debate on gankers versus people trying to enjoy the game, we have the issue of the current way crime and punishment works.

There are a few key items to consider:
1 - We must treat NPCs and Player Characters the same way. (For "reasons", just go with it.)
2 - We want there to be a way for players to prey on NPCs, both in missions and outside.
3- Different factions are different jurisdictions, and normally does not care for crimes in other jurisdictions.
4- We want there to be a real downside however to "role play" the psycopath that runs around killing randomly.


The current system does definitely allow for #1 to #3 while #4 clearly is not currently discouraging enough.

The system with "notoriery" that forces you to wait before you pay off a bounty, and NPC bounty hunter is something. The problem is that the bounties are no way near the losses incurred.

My suggestion is to add a reparations as part of the punishment. You incur a reparation debt that amounts to the rebuy cost for the ship destroyed as well as the cost for any cargo destroyed. Notice that robbery (aka "piracy") does not count as goods destroyed. The cost is either 90% of galactic average or actual purchase cost, whichever is the lowest.

This of course has to be reflected in they payout for massacre and wet-ops missions.

At the same time anarchy systems need to mean something, I propose that uninhabited systems without a navigation beacon are considered lawless, the same way that some installations and conflict zones are today.

Anarchy regimes should not share bounties, while high security regimes should share murder bounties once you cross a certain threshold. If that is 10 notoriety or one billion in legal debts or something else I leave for those with better insight into the game mechanics (preferably FDev).


As for notoriety and bounties/fines/reparations as a result of missions:
Part of the rewards for a wet ops missions could be that your name is cleared for that crime (fines and reparations for that crime are paid off, but not notoriety). Just stay out of trouble if you do wet-ops, notoriety in itself is not a problem unless you have a bounty on your head.

Massacre missions (killing X number of enemy ships) are typically given in war, so there will be conflict zone where you can get those kills without incurring a murder charge.


This is a bit of a brain dump, so here goes:
1 - reparations for lost cargo and rebuy for the victim. The current discount for victims of mass murderers should be in place, but not reduce the amount the criminal pays to the insurance company. This just means that less of the reparations are paid to the victim.
2 - base bounty/fine for murder significantly increased to about one million credits. Also unlimit the payout.
3 - Bounty is set to half the value of the fines and reparations incurred both for fines above a value lower than the murder value, and unpaid fines, just as today.
4 - Trespassing and other minor bounties are not touched.
5- If reparations are paid off at a station contact, full reparations are sent to the victim(s).
6- If a bounty is claimed, reparations are halved (as half the bounties and reparations are paid as bounty)
7 - Legal debts are account bound and stay through character wipes.
8 - Failed missions? The penalties should be on the murderer, not the vicim. The murderer shold lose the majority of the goodwill. This includes fines for lost mission specific goods.

Please. if you comment, do not claim that it is a major inconvenience not to be able to handle hot goods because you managed to rack up millions in bounties using the current system, or that some of you ships and ship parts are hot. Just pay off your debts and be done with it.

Do however comment on situations I did not think of, actualy relevant game play that have to be accomodated without turning the galaxy into the completely lawless anarchy it is now.
While I agree something should and could be done, I think these suggestions, if implemented are likely to cause more problems than they solve and are over complicated. Personally I would reduce them to two points:
1) give the pvp bounty hunter the full value of the bounty (it was reduced back in the day when the bounty was attached to the player and could be exploited via suicide wonder, so is not really relevant now)

2) after achieving a certain level of notoriety a player should be interdicted by ATR at ever reducing intervals to the point where they are no longer able to interdict other players - the amount of ‘hounding’ by ATR would depend on system security level. This already exists, but just needs to be ramped up so that serial gankers can’t sit in the same system all day and continue to interdict players.
anarch systems would still be available for ‘anything goes’ pvp.
 
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