System Authority Overhaul

I know this has been asked thousands of times but now that the focus of the game is on its development can we finally have an overhaul of the system authority? A high security system currently has the same level of security as a low security system.

If a player interrupts me when I'm in a high-security system, he has to realize that he's probably not going to make it out alive to tell the tale. In the same way, if I go with a T9 to a low security system to take a shortcut, I risk being destroyed. We need realism please.
 
I know this has been asked thousands of times but now that the focus of the game is on its development can we finally have an overhaul of the system authority? A high security system currently has the same level of security as a low security system.

If a player interrupts me when I'm in a high-security system, he has to realize that he's probably not going to make it out alive to tell the tale. In the same way, if I go with a T9 to a low security system to take a shortcut, I risk being destroyed. We need realism please.
U have solo and private group mode yet u'r still not satisfied. When well the pve community realise fdev has bent over backwards to give game modes to suit you'r playstyle..
 
I know this has been asked thousands of times but now that the focus of the game is on its development can we finally have an overhaul of the system authority? A high security system currently has the same level of security as a low security system.

If a player interrupts me when I'm in a high-security system, he has to realize that he's probably not going to make it out alive to tell the tale. In the same way, if I go with a T9 to a low security system to take a shortcut, I risk being destroyed. We need realism please.
Yes I agree, and have said the same thing many times on the forums myself.
 
This has nothing to do with playing PVE or PVP. The authority system is bad regardless of your game mode.
the last time fdev tried to beef up security they did it by increasing the difficulty of NPC interdiction. Guess which part of the community screamed on the forums. Improving system security means beefing up game difficulty. Cos proactive security is always better than reactive.
Which brings us neatly to EDO where unlawfull gameplay is hard to avoid. So which part of the community do u think well scream when they get blown up by improved security?.For petty 1000 credit bounty. Not the pvp'ers nope the very same people asking for it. lol
 
the last time fdev tried to beef up security they did it by increasing the difficulty of NPC interdiction. Guess which part of the community screamed on the forums. Improving system security means beefing up game difficulty. Cos proactive security is always better than reactive.
Which brings us neatly to EDO where unlawfull gameplay is hard to avoid. So which part of the community do u think well scream when they get blown up by improved security?.For petty 1000 credit bounty. Not the pvp'ers nope the very same people asking for it. lol
Increasing the difficulty of interdictions is only one (poor) part of the solution.

Personally I would suggest:
1) Scaled consequences for the victim according to security: if you get killed in an anarchy you're on your own, but in a high sec the insurance and any cargo would be paid for by the local authorities with a formal apology and promise it won't happen again etc etc
2) Beefed up security: expect to be scanned in SC as soon as you arrive in a high sec, and if you have notoriety, expect to interdicted almost continuously, such that it would be impossible for you to get to a station or interdict anyone else. Expect also to be attacked by ATR as soon as you are successfully interdicted.
3) Scaled consequences for the perpetrator according to security : the perp will be in debt to all the local authorities that had to compensate for the ships destroyed on their jurisdiction.
4) Beefed up bounty payments for bounty hunters: this was limited to stop it being abuse but it's about time it was raised and a galaxy wide bounty table published in galnet.

The changes to the game design would be minimal, it's mostly just tweaking some server side numbers.
 
To be honest Powerplay is easier to sort out I think, since C+P touches on the BGS, ships, supercruise / normal space and engineering.
Engineering? I agree it's OTT but I don't think it's absolutely necessary as part of C&P. Trouble is, gotta start somewhere and atm fdev isn't even getting out of the starting blocks (and yeah, they are likely to do a false start and give up for another year ..)
 
Engineering? I agree it's OTT but I don't think it's absolutely necessary as part of C&P. Trouble is, gotta start somewhere and atm fdev isn't even getting out of the starting blocks (and yeah, they are likely to do a false start and give up for another year ..)
Engineering makes players invincible against normal sec forces who are not engineered. Because of this FD introduced ATR which are an entirely avoidable problem.

If engineering was much less, sec forces would be proportionately more strong, not requiring ATR and also lessening FDs penchant to nerfing murder INF (since it would be harder to do).

In short it all feeds together and has to be approached holistically.
 
Engineering makes players invincible against normal sec forces who are not engineered. Because of this FD introduced ATR which are an entirely avoidable problem.
I think this is avoidable: even if you are invincible you can't keep ganking players or killing NPCs if cops are following you around the system and interdicting you all the time.

If engineering was much less, sec forces would be proportionately more strong, not requiring ATR and also lessening FDs penchant to nerfing murder INF
This is the only catch I can see: murder would become almost impossible in a high sec if criminals get chain interdicted in SC, but that also makes sense to me: it's high sec because it has beefy security. So the INF for murder could actually go up (and could be scaled according to sec level)
 
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I think this is avoidable: even if you are invincible you can't keep ganking players or killing NPCs if cops are following you around the system and interdicting you all the time.
Yes you can, because I'd be doing this over and over each day. Aside from the ATR breaking things up (which are sidestepped easily) I'd chain kill 50 or so cops each day and run riot because the C+P response is so weak and illogical. You can also get no bounty by just racking up assault charges too.

This is the only catch I can see: murder would become almost impossible in a high sec if criminals get chain interdicted in SC, but that also makes sense to me: it's high sec because it has beefy security. So the INF for murder could actually go up (and could be scaled according to sec level)
Murder would still be possible, its just you'd pick softer and softer targets. In high sec you have about 10 seconds before cops pop in, and / or ATR (which can appear instantly too given the right chain of events).

Also, DF have to look at other ways outside of chain interdiction, because it just gets really old and dull, and that it too can be sidestepped.
 
Yes you can, because I'd be doing this over and over each day. Aside from the ATR breaking things up (which are sidestepped easily) I'd chain kill 50 or so cops each day and run riot because the C+P response is so weak and illogical.
But how would you be doing it if you get interdicted as soon as you arrive in system, and then again and again, so that it would take an age even to arrive at a station???
I'm saying (to be very clear) you could get interdicted every few seconds - what can you do? You can run sure ..

In high sec you have about 10 seconds before cops pop in
As above: you would hardly get the chance to even interdict before you yourself are interdicted.

Also, DF have to look at other ways outside of chain interdiction, because it just gets really old and dull, and that it too can be sidestepped.
At least you now acknowledge chain interdictions as effective (I think).
Not perfect, but the only way to block criminal activity with current game play mechanics.
You could still rob stuff, as long as chain interdiction only comes into play for murder via notoriety (which seems sensible).
If you are worried about watering down the negative levers too much then yeah, that's another issue, but as I stated above I could see murder in a high sec being quite a shocking occurrence, hence high INF but very difficult to achieve.
 
But how would you be doing it if you get interdicted as soon as you arrive in system, and then again and again, so that it would take an age even to arrive at a station???
I'm saying (to be very clear) you could get interdicted every few seconds - what can you do? You can run sure ..
Why would you run? For efficient murder you want to be intercepted.

My record killing waves of sec ships in that instance is about 7 a time. That is, the first two Eagles, then the Vipers + Eagle, then Python Vipers and Anaconda, then more Anacondas and Vipers- the only thing stopping me is either ammo or ATR.

As above: you would hardly get the chance to even interdict before you yourself are interdicted.
You are not thinking like a nutter. The flaw is security across all sec levels send panda car Eagles which you can farm. The only time you have a constraint is in high sec picking targets, and even then if sec comes along you kill them as well.

At least you now acknowledge chain interdictions as effective (I think).
Not perfect, but the only way to block criminal activity with current game play mechanics.
You could still rob stuff, as long as chain interdiction only comes into play for murder via notoriety (which seems sensible).
If you are worried about watering down the negative levers too much then yeah, that's another issue, but as I stated above I could see murder in a high sec being quite a shocking occurrence, hence high INF but very difficult to achieve.
They are not. Typically for me I'd be going to look for sec ships to interdict me and then kill them.

Not perfect, but the only way to block criminal activity with current game play mechanics.
Interdiction of criminals is the most basic and annoying way of doing it- killing gameplay stone dead. There are huge ways of making it better if you take a holistic angle. BGS, SC, nav points, drop zones, better use of scanning, areas of control, interdiction location and proximity to main sec areas....I could write a whole book on how to make it better.
 
Why would you run? For efficient murder you want to be intercepted.
BUT this is my point, to STOP the murder (at least after you get notoriety), otherwise what is the point in high sec at all???

You are not thinking like a nutter.
:) I'll try and do better lol.

The flaw is security across all sec levels send panda car Eagles which you can farm.
Exactly: I am proposing that after you get notoriety a high sec worth it's salt throws the ATR at you and chain interdicts, otherwise why even call itself 'high' security?
The few copo kills you manage will be worth a higher INF than normal because SHOCK HORROR our safe system has been invaded!!

I could write a whole book on how to make it better.
Good for you - I await to be enlightened.
(I don't like using sarcasm but didn't really know how else to reply and I think your replies are stonewalling, at least to some extent)
 
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