There are far better ways to make security levels reflect things.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???
I'll try and do better lol.
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!!
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)
Examples
take the wealth of the system into consideration- argi systems, small / poor areas have low end sec vessels- high tech use full on G5 engineering
Treat anarchy controlled systems as invisible for player assets (such as ships)
Being a criminal is fun, but also managing your affairs as you go about your work can and should be fun too. Currently anarchy systems are a bit useless, but what if players could store things in these systems and that when they go to jail (or have to pay things off) these 'extradition free'...
Please scale station drop zones according to BGS criteria
Currently station drop zones are tiny - you drop inside them and are instantly protected by the stations guns. This totally negates the 'no mans land' that exists around the station and the gameplay it would generate- for example Powerplay NPCs and players could attack in this space, pirates...
Odyssey C+P: if bounties are harder to shift, make murders effects on the BGS the defacto way to tank influence again
With the new C+P changes (i.e. bounties are now 'stuck' on commanders) and 'hot ships' being done away, please make murder BGS wise much more potent. Murder INF re the BGS has been eroded so much it needs to have punch if its going to saddle you with its consequences. If not, criminality does...
Missions locked / hidden / sorted by notoriety
An idea that popped into my head while reading Screenmonsters great C+P ideas (https://forums.frontier.co.uk/threads/crime-and-punishment-suggestions-by-an-in-game-criminal.560800/) Why is it factions trust criminals who are notorious? Think about it. Why do hardened cannibals like me get...
Player and NPC scans show notoriety / assaults / murders as an inline text variable
ED holds a lot of data on players and NPCs, but its all over the place and hard to parse quickly. One area is players past behaviour- how do you trust another player? One possible way is collating a players notoriety / assaults / murders and showing them in a simple inline format (N1,A2, M3)...
Scaled reduction of G1 to G5 engineering on weapons, shields and powerplants
Problem: Engineering makes the game unbalanced and severely affects a lot of related parts of the game in a negative way. Examples: Guardian modules: Cannot be engineered, but advantages are eclipsed by G1 > G5 engineering. So they are next to useless except for real edge cases. Outcome...
Scanning/ detection: make it useful (plus suggestions on criminal records, scan mechanics)
[Some Saturday coffee talk] A ships best weapon and defence should be its scanners- so why are they often "just D rate it and forget"? They should be your eyes and ears into supercruise, just as the full spectrum scanner is to explorer types as well as being a window into real space travel...
Make BGS murder count more, but also make it harder to commit and sustain + other ideas [long]
Disclaimer, I'm a BGS murder machine. Did you know I'm utterly insane? I like to dissect security as I return my videotapes. Disclaimer 2: the beta BGS state features may partly sort this out (being snarky the beta was far too short to see them in action). Disclaimer 3: I'm presently a bit...
At notoriety 10, each full NPC / player scan spawns an ATR vessel
A half though out idea, but: If a player is at notoriety 10, they have to be very careful about being scanned by random ships, security or other players as if they are, an ATR security vessel drops in to hassle them. The handwavium being that a scan is like a sighting of you thats disseminated...
Some C + P suggestions, tweaks and ideas (part 2)
Some ideas: Security response times are based on the attack position in that system. So, security response in close proximity to stations, traffic corridors etc are much quicker (and practically instantaneous in high sec close to traffic lanes) than in deep space. This logically simulates how...
Helping new players: scaled, personal NPC security detail at lower ranks in Open (mostly harmless > competent)
After a couple of interesting discussions I came up with this idea to help new players fresh out of the starter area: In short, low ranks on attack by other players (i.e. shots landed, interdicted) spawn security instantly when they drop to realspace 1: This idea kicks in as new players leave...
Revert no fire zone / drop distances to stations to pre gamma(?) distances and other C + P tweaks
Currently its far too easy to never see an NPC opponent from missions. Commanders drop far too close to stations and enter the no fire zone (NFZ) almost instantly, making any NPC bounty hunter or pirate instantly fly off (making them redundant). A distance like 20Km (or perhaps shrink the NFZ...