So right now, reliably, with an actually relatively high degree of risk (running illegal passengers that could get my expensive beluga instakilled entering a port if I'm scanned) I can reliably make 10 million an hour without great effort. That's reliably, sometimes I can make more money, sometimes it's 15-25 depending on the mission selection. My Beluga's rebuy is 10 million, so if after an hour of gameplay shipping passengers around I get scanned, whups! I'm out ANOTHER 10 million. Sliding backwards there.
I think the rebuy on my combat cutter is 34 million. So that's probably 3 hours, maybe less, of gametime burned for ONE DEATH. I don't know of a single other game that for one death will penalize the player with 3 hours of work just to get back to that point. I'm sure they're out there, but I can't think of any. Realistically, most times I've had to grind that money up again I can do it in an hour and a half. But if I'm participating in a combat zone for a squadron mission, I'm not immediately heading back to remake that money, and I might end up dying a few more times resulting in a 70 or 100 million deficit that I then have to make up. That's, at that ten million guaranteed rate, 10 hours of gameplay. More than a workday of work doing activities purely to raise money. Again, how is this not punishing?
Risk is a combination of the odds of suffering a negative outcome and the penalty realized if that outcome comes to pass. Both of these are extremely low in this game. One has to be reckless or incompetent to lose ships more than once in a blue moon and when one does, a setback of an hour or so is completely trivial.
I preferred the stakes in games like
Jumpgate or
Shadowbane, but even they didn't reach my ideal.
That's a high penalty for death.
Not in my view, not even close.
And you know what? It results in an aversion to risk taking.
There is far too
little of this aversion.
One of the most immersion defying things in this game is the reckless behavior of CMDRs. Even I find it difficult not to give in to these temptations. I want to play a character that values his life and property, but the game makes this very difficult to do without completely handicapping myself, because it provides such minimal incentives for care and caution. His life and continued prosperity are never at risk, no matter how much he overextends himself.
PVP players are annoyed people avoid open because the ship rebuy costs are so high.
Not this PvP player. I would much rather have those who are so risk adverse stick to modes more suited to them then advocate for a less open Open, a less consequential game, or disrupt instancing through reckless and inconsiderate use of the block function.
I do sympathize with those dedicated PvPers that primarily seek organized matches, but there are far better solutions for that sort of play than undermining the consequence mechanisms of the broader game. Personally, I'd like to see some sort of in-game 'simulator' (
Jumpgate and to a lesser extent
Planetside 2, are good examples of this) where assets could be tested and contests fought, without touching their character's assets, or influencing the BGS, in any way. Failing that, even playing matches were tapping out is the norm would be far preferable to globally diminishing rebuy penalties.
In fact, your comments about risk suggest to me that you don't play in open.
Actually, I expect you only think the penalties aren't great enough because you DON'T play in open.
I have roughly seven-thousand hours of play in Open (and at least a thousand of those are in PvP combat activities). Aside from CQC, testing in the training missions, or unavoidable technical workarounds, I exclusively play my CMDR in Open and do not mode switch, for any reason (no board flipping, no regenerating POIs, no avoiding hostile CMDR via means without in-setting context, etc).
The penalties for ship loss aren't great enough because it's nearly impossible to lose a ship. I can't even remember the last time I lost a ship outside of a PvP encounter where I was dueling to destruction or outnumbered at least five to one....wait, I did lose the ships I took to the 'Planet of Death' (which is inside a white dwarf's exclusion zone), but that was planned, and about as optional as things get. So, when it does eventually happen, losing five percent of it's sticker price is about as inconsequential as can be.
I'm actually a little insulted that you think my ideal of plausibility or immersion could be compatible with avoiding organic encounters with actual player controlled characters, given my obvious disdain for the capabilities of NPCs and degree of superficiality I've ascribed to them.
But please, I would be interested in hearing the specifics of how you would increase those penalties.
Any talk of increased penalties has to start with addressing the ability to bail on threats (PvE or otherwise, combat or otherwise) via contextless means, such as logging out or disconnecting. Fifteen seconds is nothing, and logging out should not be a valid way to escape a loitering timer or an attack from another ship. Likewise, severing connection or killing the client, while officially prohibited, are not rigorously enforced enough. Ultimately, the penalty for using not contextual means to avoid in-game consequences needs to be considerably harsher than sticking around. Blocking should also be a chat-only function, with any actual OOC harassment being dealt with by Frontier, who should have an obligation to swiftly and decisively enforce their rules, not abdicate that responsibility in favor of easily abused player tools.
Beyond that, I'd like Engineered modules to either not be automatically restored, even if they can be insured, or simply be uninsurable. These are supposed to be custom modifications, not off the shelf hardware. It's bad enough that mundane equipment is always on hand, irrespective of stock at the station one finds one's self at, but having the precise selection of Engineered equipment as well, when much of it cannot even be completed without actually visiting an Engineer in person? Flatly absurd. So, I'd either have them cost more to be restored
and have to be shipped from Engineer systems (with normal transit times).
I would also like to see overtly reckless behavior further discouraged by making insurance more costly the more often it was used. The excess can start at 5%, but should rapidly grow from there, if one loses ships in a short period of time, then very slowly reset. In extreme cases, it would be rational for one to be declared uninsurable, or even penalized for fraud.
I'd like it to be possible to avoid having a crime pinned on one's CMDR though skillful gameplay (jamming comms, quickly destroying all potential witnesses, or using a generic and anonymous vessel, for example), but once one has been positively identified as a criminal, things should be far more difficult than they are now. There should be no 'anonymity protocols' allowed for systems with any kind of security; wanted ships should be proactively targeted and pursed by authorities, and bounties should be effectively permanent...requiring expensive and difficult rehabilitation efforts, a new identity that would effectively erase much of a CMDR's reputation, or the actual death of the character.
Negative reputations should also not automatically reset, and grievous offenses should result in permanent antipathy from the slighted factions. My CMDR has murdered tens of thousands of NPCs and is treated like royalty almost everywhere he goes, even when he should be reviled.
Of course, I expect none of those to be adopted and would be fairly content with my CMDR (Open only and largely grind-free) not having assets worth dozens of times his lifetime expenses, while averaging less than half a million CR an hour of income over the time I've played him. Kock a zero off the end of most payouts and restore the original fuel and repair costs...that would be satisfactory.