Crime and punishment, make bounties for murder mean something

they... are? Seriously, at 10 notoriety you're looking at over a million per kill depending on what you're flying.
I mean if this isn't enough, what is?
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Why not make the bounty cover the costs of the full ship plus goods and data plus the fine ? The crime and punishment is a joke , kill someone change ship wait the prerequisite 2 hrs per 1 notoriety and pay of small fine and then kill again (money is no option now ) even notoriety 10 is pitiful . If you want to make life interesting make it so a hot ship can't land /dock and put ATR and bounty hunters on high alert and if you want make you hostile say for that Superpower . So i'm aligned as say Imperial and i get killed in Fed space both those powers will actively hunt for the transgressor ? just thoughts .
 
Best I got was 6.3 million iirc.

Also 👏👏👏 for T7 piracy. Very underrated ship.

Advanced missile racks? What do they do?
Identical to dumbfires except they have a max ammo count of 64, but can't use premium synth (since their synth options are replaced with the "advanced" option of making them do AX damage, like advanced multicannons)

Since 64 max ammo is as good as G5 high-capacity on a standard rack, this lets you highcap them for even more missiles, or use another blueprint like rapid fire.

In other words they're dumbfires but actually worth using. Ordnance in general has been in dire need of an ammo buff since forever and AMRs actually pull it off.
 
Most societies lock up or otherwise get rid of unrepentant murder hobos. Being a game, that's a bit difficult to pull off since you don't want to lose customers.

In the uk, if you repeatedly get into fights for example, you can be banned from a town or area within a town.
In reality though they cannot yet physically prevent you from ignoring the ruling and entering the banned area.

The pilots fed, in the game however, actually can.
I see no reason why the pilots federation cant restrict access to systems for repeat offenders of clean Cmdr kills if report crimes is on and transmitted.
The pilots fed control what systems are permit locked to the Cmdr so they can simply add the system to a permit locked list for repeat offenders.
In the end leaving anywhere a crime isnt reported as the true Dangerous areas.

The Pilots fed wouldn't do this for any Player on Npc kills because the Npcs cant join the Pilots Fed only players can.
 
Most societies lock up or otherwise get rid of unrepentant murder hobos. Being a game, that's a bit difficult to pull off since you don't want to lose customers.

Especially that they never actually kill anyone (our ingame characters cannot die, they get instantly rescued 100% of the time and not even their properties suffer any serious damage). And since there's no murder in the game, there cannot be murderers, hobos or otherwise.
 
Best I got was 6.3 million iirc.

Also 👏👏👏 for T7 piracy. Very underrated ship.

Advanced missile racks? What do they do?
What Screemonster said. I love the things. Small or medium both have 64 ammo and do the same damage, so a high cap small gives you 128 ammo, just a smaller clip capacity than a high cap medium.

Anything with an extra small hp I would otherwise toss a pulse or burst on for a special effect I now consider a prime candidate for a small adv. missile, usually for FSD interrupt.

I loaded an FGS with them too, not a lot of staying power still, but more so than any other missile boat I've used, and a fun break from regular loadouts.
 
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What Screemonster said. I love the things. Small or medium both have 64 ammo and do the same damage, so a high cap small gives you 128 ammo, just a smaller clip capacity than a high cap medium.

Anything with an extra small hp I would otherwise toss a pulse or burst on for a special effect I now consider a prime candidate for a small adv. missile, usually for FSD interrupt.

I loaded an FGS with them too, not a lot of staying power still, but more so than any other missile boat I've used, and a fun break from regular loadouts.
Yeah. They actually compare favourably with PAs on a medium slot. PAs still beat them on some metrics (slightly faster shot speed, absolute damage, more ammo, slightly higher damage per shot) but this is balanced against distro draw and different engineering effects being available, plus things like overload munitions being more effective than PAs against stock resistances (where absolute damage is less effective than pure explosive/thermal against negative resists)
 
In reality though they cannot yet physically prevent you from ignoring the ruling and entering the banned area.

That's because legal fictions do not trump the laws of physics/nature, nor can they in any plausible setting.

The pilots fed, in the game however, actually can.

Not through any contextual means.

The permit system only works because we have both an arbitrary and absolute inability to jump without a Pilots Federation sanctioned FSD/navigational system, as well as technical limitation that prevents supercruise from ever actually leaving a system. In normal space there are also even more absurd properties at work when it comes to exclusion zones...which are magical walls in space that cannot be breached even when they are in areas with so much gravity they should be impossible to escape. Even a powered down ship with destroyed thrusters will stop instantaneously upon contact with an exclusion zone.

More heavy handed and arbitrary expansions of C&P that further place the in-game laws of man over the in-game laws of nature, or further accentuate the game's fundamental technical limitations, are not something I'd consider an improvement.
 
Here is the best way. If you don’t want gankers to kill players make it impossible. As an example player on player damage = 0.

HOWEVER... the game isn’t like that. Therefore the game is designed so players can and should kill each other.

It is the game.
 
Why not make the bounty cover the costs of the full ship plus goods and data plus the fine ? The crime and punishment is a joke , kill someone change ship wait the prerequisite 2 hrs per 1 notoriety and pay of small fine and then kill again (money is no option now ) even notoriety 10 is pitiful . If you want to make life interesting make it so a hot ship can't land /dock and put ATR and bounty hunters on high alert and if you want make you hostile say for that Superpower . So i'm aligned as say Imperial and i get killed in Fed space both those powers will actively hunt for the transgressor ? just thoughts .
Whilst I think drawing too much attention to yourself in high sec systems should involve making life difficult for yourself there's no gameplay in just kicking you out altogether by making docking impossible (as opposed to risky). The problem all around is the lack of risk vs reward (whether the reward is gettng a good payout or being able to shoot others if that's what floats your boat). The game structure should be trying to nudge the gankers into high sec systems and putting them at risk for it, and everyone else in to anarchies and putting them at risk for it.

What would be great would be if the game could also somehow persuade non-combat dedicated players to attack each other. It's too much "combat-dedicated ship game" and "flying around for other reasons" game jammed together, and the two don't really mesh that well.
 
If you want to go around blowing up ships for no reason other than blow up ships that's good but you have to take the consequences of those actions and it should be something that makes you think twice if that action is deemed illegal .
 
If I had an ARX for every time one of these kinds of threads pops up claiming the consequences of ganking isn't high enough, therefore Frontier needs to change something, I'd have more than just a paintjob on my carrier. :rolleyes:

There's not a single post in agreement with the OP that understands why a ganker, ganks.
They do it just because they want to see CMDRs explode. That's it.

It wouldn't matter if they were reset back to a freewinder or even had to restart their save. They'd just grind credits for a few hours, buy an FDL or something, fill it with frags, PAs or rails, then gank till they die and repeat until they're satisfied.
They wouldn't even engineer their ships.

Back when the 100m/s speed limit wasn't a thing, some players would buy a sidewinder or eagle, knock their hull down to the last few percent and bump another, preferably large and expensive, ship to have the station kill them.

Those same players would also find every way to get someone else caught under any new mechanics, resulting in players who has spent hundreds, if not thousands, of hours loosing everything the new system decides is a reasonable consequence.

Lack of an extreme deterrence against an action FD could've stamped out years ago when the game was still in beta, yet hasn't, leads me to believe FD knows gankers don't, or wouldn't, care and would keep ganking regardless of what form new consequences could take.
 
I have been ganked once so far in my short career, during last weeks CG. I was in a lightweight explorer design AspX carrying as little as possible to max out jump range. I was armed with a class 2 mining laser and a D rated shield. I didn't last long. I was a bit upset, especially as there was no in-game motivation for killing me. I played the rest of the CG in solo, out of cowardice because I didn't want to lose an hours play time progress. Cowardice indeed.

In Elite, of course, a low security system (Anarchy or Feudal) was not somewhere you went until you had military lasers and an extra energy cell. On reflection, in a low security system, perhaps I shouldn't be able to get away with running around in a paper ship. Perhaps I should need to hire an escort for the run into Betancourt or to carry more weaponry and shielding.
 
If you want to go around blowing up ships for no reason other than blow up ships that's good but you have to take the consequences of those actions and it should be something that makes you think twice if that action is deemed illegal .

There are already consequences.

Again you are implying that gankers do not properly play the game and should be punished. They are playing just as you are and are part of the environment. This game isn’t played in a legit way only by pacifist players. If I want to mess up someone’s day it should be possible and if someone wants to mess up my day it should be possible. That’s all there is to it.

You need to abandon the notion that aggressive players are not properly doing things. They are just as you are.
 
I haven't implied anything ?
What i am saying is that the punishment for blowing up commanders for no reason ( not powerplay, bounties, bgs or anarchy states etc) should have a bigger punishment . I kill an unarmed explorer with my fully engineered FDL , I get a pitiful fine and a small bounty mere pennies and a notoriety of 1, even at 10 its not hard or taxing .The explorer loses data and first discovered and has to pay for a rebuy through no fault of their own .
So if i want a bit of spice why not ramp it up a bit make it harder more enjoyable for the more "aggressive" players , murder in Fed/ Empire / Alliance space the Feds/ Empire/ Alliance are after you any Fed/ Empire / Alliance ship that spots you reports back and your location is reported . ? The thrill of the chase , Being hunted etc etc . Just my thoughts of making it a more enjoyable experience for all groups ?
 
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