Another solution to ganker problem

Proposal: If report crimes was on, the killer gets notoriety. Notoriety flags them as “most wanted” and makes them a mission target. Folks who accept the missions get beacons and tips to the killer’s location. The mission reward is large and paid from the offender’s own funds, with a sizeable portion going to the victims.

This is an opportunity to engage more players, while creating another form of legitimate pvp.

Need to balance to be sure that you can’t just kill your mates and cash in; just make the whole effort costly to the perpetrator.
Actually it’d be good to add some reasonable benefit for genuine hardcore badass notoriety as well, like access to “special” markets or missions.
 
So, make notoriety decay only in open. And beacon so the perps are a target, and a source of significant income.
Which isn't feasible due to the console tax (open and pg require a PS+ (PS4) or XBL Gold (X1) subscription). Notoriety is also gained by killing innocent NPCs.
 
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So, make notoriety decay only in open. And beacon so the perps are a target, and a source of significant income.
Just make it fun, right? Make bad behaviour counterproductive in the long term but fun as hell in the short term. And making it an achievable source of pvp income seems like the way to do that? Also, giving back to the victims puts a price tag on antisocial behaviour.
 
There still is neither risk nor reward for PvP, as long as there aren't incentives it doesn't make sense to talk about punishment.
My focus is on gankers who for whom I guess they get their reward by seeing sitting ducks go pop and efffectively work against those who are trying to RP as a pirate.

Sure, you can make rules that only allow PvP in anarchies but that would basically remove that playstyle from the game.

If you want PvP to take place in anarchies the 'prey' needs a good reason to go there and the 'hunters' need a good reason to go there too. Attacking other players should be rewarded, not punished. And the prey should be rewarded for exposing themselves as well.
The report crimes toggle takes care of consensual PVP and I don't see anyone suggesting to remove that, I certainly wouldn't. Other than that, it makes more sense that high security systems should pose a much greater threat to the crime play style, no? Though of course, the reward should be greater. My first thought on how to improve that would be if luxury goods could make a comeback and turn up some very lucrative items that are only traded in hi-security systems and go for a premium in anarchy black markets.
 
My focus is on gankers who for whom I guess they get their reward by seeing sitting ducks go pop and efffectively work against those who are trying to RP as a pirate.
My question would be: What's the problem with popping whoever comes across your path? Why should that be prevented? There's a host of reasons where that's fair play and shouldn't be prevented.

For example, blockading a CG you don't support... you're not after the goods, you're simply there to stop the CG receiving goods, is the most obvious example.
 
Solo wasn't what killed piracy. There are enough players in Open, it's just that they spread out over a huge Galaxy, so it takes a lot of time to find them and half of them just clog on you and block you if you interdict them. And the profit you could make would be ridiculously low anyway.
Gankers killed piracy. Probability of meeting pirate vs. ganker when interdicted by human player, is and was WAY towards finding a ganker.
 
Gankers killed piracy. Probability of meeting pirate vs. ganker when interdicted by human player, is and was WAY towards finding a ganker.

It's extremely easy to tell them apart. A pirate is always going to bomb you with messages first instead of PA volleys. Still most ppl will just clog on them. That's really simple as that, on top of how long it takes to find a target, how messed up instancing is, and the fact that there has always been very little incentive (other than RPing) to play as a pirate since the profit you can possibly make is ridiculous compared to literally any other ingame activity.
 
Some players be like:

I went to hip 22460 in solo and got blown up by a Hydra.. This game sucks. You need to change your game Fdev so I can scan the overlook in hip 22460 in my E-rated hauler

I went to the CG system in open and got blown up by a ganker. This game sucks. You need to change your game Fdev so I can do the CG in Open in my cargo T9.
 
It's extremely easy to tell them apart. A pirate is always going to bomb you with messages first instead of PA volleys. Still most ppl will just clog on them. That's really simple as that, on top of how long it takes to find a target, how messed up instancing is, and the fact that there has always been very little incentive (other than RPing) to play as a pirate since the profit you can possibly make is ridiculous compared to literally any other ingame activity.
Who has time to read messages while they are either doing high wake out drill or menulog, (or busy janking network cable if they are cloggers...).
 
Submit, select target, turn the ship, boost at that point you are already either escaping or dead.
If you're competent enough to do that drill without any second watching the coms, congratulations, you're gud enough and won't either be ganked or pirated exept if you wish to.
 
If you're competent enough to do that drill without any second watching the coms, congratulations, you're gud enough and won't either be ganked or pirated exept if you wish to.
It is anyways repetitive, and breaks down what I was doing. Add to that log out, blocking whoever tried to gank me, log in, going back to previous system, refly in SC. Time wasted. Boring minigame.
 
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