General I demand to make the police ships more powerful!

Where has it been seen that the police cannot deal with criminals ?! Three ships of the security forces shoot at the ganker and can't even remove his shield! I demand the most powerful safety ships! This will solve the problem with gankers. And it will clarify why you need to master new systems - so that they become safe. And that's where the anarchy is, that's where the gankers fly. This is logical! I am in the system in "High Security" and do not feel safe! What!?
 
One of the big problems is for bounty hunters. NPC security have a habit of kill stealing, they've done it to me a few times, killed my target after I'd already got the shield down and half their hull. I got only a small fraction of the bounty and no materials at all from the kill because NPC's finished it off. It was always a wanted NPC that had interdicted me and was quickly regretting it.
 
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Why pretend that there is life in the game if the living players do not obey the rules of this life. This is a circus. If the game has a government, there is a law, why are players above this law? Yes, there are pirate players, there are assassin players. But why is the cost of crime so low !? How can a serial criminal pay a fine to get rid of all announcements? The perpetrators must be on the wanted list. Let them sit in prison for real time (day ... week ...) if they are caught. Now, it's just that mentally unhealthy people interfere with the game, without bearing any responsibility. But then they shout very loudly go to solo mode! I want Elita to become the best game on earth, but with such a disregarding approach to the model of communication between the virtual world and the living, this will never happen.
 
Why pretend that there is life in the game if the living players do not obey the rules of this life. This is a circus. If the game has a government, there is a law, why are players above this law? Yes, there are pirate players, there are assassin players. But why is the cost of crime so low !? How can a serial criminal pay a fine to get rid of all announcements? The perpetrators must be on the wanted list. Let them sit in prison for real time (day ... week ...) if they are caught. Now, it's just that mentally unhealthy people interfere with the game, without bearing any responsibility. But then they shout very loudly go to solo mode! I want Elita to become the best game on earth, but with such a disregarding approach to the model of communication between the virtual world and the living, this will never happen.
I think most would agree that crime and punishment needs a rework. But stopping CMDR attacks is about proactively waylaying the attackers. If you can get NPCs to do that then they might start having a point without breaking the game. If spree-killers can't freely move in supercruise due to competent securty interdictions or are held down by FSD disruption then security ships are having a meaningful effect.

And I guess, subsequent, somewhat persistent consequences that are challenging to avoid would also be a more meaningful deterrent (and by being a challenge, would decrease the number of player attacks the CMDR can perform).

I'd be more for making wanton endless murder a challenge, which has a chance of pleasing both sides to some extent. Draconian punitive measures have a way of hurting the most the people that can weather it least.
 
Yeah, cop ship builds do still follow the old pre-engineering/pre-healthbloat models and are incredibly weak. You can still kill the Anacondas with a single volley to the powerplant or the eagles with a single ram. They all skipped hull day (never skip hull day) and are a complete joke for anyone with a moderately sensible combat ship... then along come ATR which are essentially magic B.S.-wagons.

I have often thought it's a shame they didn't try to find a less handwavy solution to copbrawling, by taking the Spec Ops / Elite assassination style NPCs with decent loadouts that would put serious but believeable pressure on an instance. It's not like ATR succeeded in preventing ganking anyway (nor was it their real intention), if anything they incentivise overwhelming force to get the deed done faster, the old David v Goliath style attrition fights in DBS etc, where victims had a fighting chance, is less popular now. So with that established it'd make more sense to look at ships that'd generate better gameplay.
 
Also...

Crime is part of the game. There are literally wetwork missions on the mission boards. You get paid for whacking politicians, and if you do it at the mission signal source, you do it by blowing away a passenger liner in full view of a dozen cops. When there are no missions on the boards, the mission contact tells you ways you can help them, and wink-wink-nudge-nudge tells you that even if you don't do anything else you can harm their opponents' influence by destroying their ships.

Just because it's not a side of the game you want to play doesn't mean it's not a valid way to play.
 
Also...

Crime is part of the game. There are literally wetwork missions on the mission boards. You get paid for whacking politicians, and if you do it at the mission signal source, you do it by blowing away a passenger liner in full view of a dozen cops. When there are no missions on the boards, the mission contact tells you ways you can help them, and wink-wink-nudge-nudge tells you that even if you don't do anything else you can harm their opponents' influence by destroying their ships.

Just because it's not a side of the game you want to play doesn't mean it's not a valid way to play.
Even incredibly banal missions like scan runs will land you with a bounty more often than not, without firing a shot. And from what we've seen of Odyssey it'll be similar there too.

Plus we still have the quite hilarious situation where you be wanted in one jurisdiction, let a bounty hunter interdict and shoot you in another so that they then become wanted in that system, then kill them for the bounty they just gained... in the grim darkness of the far future there is only crime, and yet it all feels like an afterthought.
 
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