Another solution to ganker problem

Problem with that is other multiplayer aspects. You know co-op PVE and so on? Not involving shooting other commanders.

I think we cross posted.

Ok, so how many times are you finding organic PvE content Vs organic PvP content where you have to go through your routine?

Not counting visiting known hotspots
 
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.
Ineffective; better to put source systems into a negative state.
Assuming those performing thisknew anything about the CG beyond yellow marker.
 
Ineffective; better to put source systems into a negative state.
Not anymore.

That was only really effective when states such as Lockdown weren't opposed by their positive counterparts, per the old one-state BGS.

Now, to induce a negative state, you'd be fighting against the entire swath of activity in n the system. Unless there was an overhelmingly large volume of opposition, trying to induce a negative state in a CG system is like hoping to make the wind change direction by blowing it with your mouth.
 
Not anymore.

That was only really effective when states such as Lockdown weren't opposed by their positive counterparts, per the old one-state BGS.

Now, to induce a negative state, you'd be fighting against the entire swath of activity in n the system. Unless there was an overhelmingly large volume of opposition, trying to induce a negative state in a CG system is like hoping to make the wind change direction by blowing it with your mouth.
As ineffective as spending 6+ hrs per day waiting for haulers to appear? 😆
 
As ineffective as spending 6+ hrs per day waiting for haulers to appear? 😆
I'd say even less effective.

Destroying... i dunno, 4 hauling cutters over 6 hours? That stops 2000t going into the goal, and maybe your presence alone makes a few people slower while they avoid you. Job done.

If the net effect of your attempts at a lockdown are countered (very likely with literal thousands of players supporting a cg), your efforts are completely worthless. And besides, to get a neutral system into lockdown from likely a civil liberty start point is a lot more than a weeks worth of effort.

But yeah... there's a strong chance any attempt to cause lockdown these days is a zero- result outcome in the face of a CG.

Edit: and that's without going anywhere near how hideously difficult, unintuitive and simply inaccessible most actions with negative effects are.
 
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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.

So are NPCs that keep interdicting you or accidentally ram you in a wingfight while they are trying to scan you, or PP NPCs that attack you in the same situation if you forget to clear your PP bounty beforehand, etc etc

They are just part of the game and it's the player's responsibility to adapt.
 
In backwaters it's always chance encounters. No one sane tries to win a BGS war by blockading bumfukistan.
The question was about CGs.
Identifying source systems might be beyond the capabilities of your average CG camper (despite being listed by Flossy) but feel free to die on this hill.👍
 
I would say simply use the tactics of the old Elite games, the simple solution was:
1) over arching police and superpower presence in systems controlled by them for a certain distance from stations.

2) All police are Elite pilots and military are Elite with military grade weapons.

3) notoriety doesnt decay only by being incarcerated.

4) modules decay over time and engineered modules are only fixable by the engineer. Destroyed engineered modules are gone for good.

5) PvP switch if off PvP players wont see them, no damage from other players with PvP off. Before anyone says how this isnt like real life we have telepresence etc.

It would mean if you did PvP it would be consentual not forced.
 
I would say simply use the tactics of the old Elite games, the simple solution was:
1) over arching police and superpower presence in systems controlled by them for a certain distance from stations.

2) All police are Elite pilots and military are Elite with military grade weapons.

3) notoriety doesnt decay only by being incarcerated.

4) modules decay over time and engineered modules are only fixable by the engineer. Destroyed engineered modules are gone for good.

5) PvP switch if off PvP players wont see them, no damage from other players with PvP off. Before anyone says how this isnt like real life we have telepresence etc.

It would mean if you did PvP it would be consentual not forced.
And what benefit is there to committing a crime and subjecting yourself to this?

In old FE2/FFE, the trade-off was instead of paying 10k to clear your name on a mission which typically only paid about 12k leaving you with just 2k in the pocket, you could keep the full amount, but you'd never set foot in a stick owned by that superpower again.

Where is the benefit to be had in locking yourself out of one third of the inhabited docks? If all we're looking at is punitive measures without benefit, just remove the activity from the game.
 
And what benefit is there to committing a crime and subjecting yourself to this?

In old FE2/FFE, the trade-off was instead of paying 10k to clear your name on a mission which typically only paid about 12k leaving you with just 2k in the pocket, you could keep the full amount, but you'd never set foot in a stick owned by that superpower again.

Where is the benefit to be had in locking yourself out of one third of the inhabited docks? If all we're looking at is punitive measures without benefit, just remove the activity from the game.
In FFE you needed to consider hard WHERE you did your crimespree :)
 
I wish we had that in this game.
Bringing expensive stuff to anarchy, being really afraid of the pirates there?
Something missing in this game entirely.
Make Anarchy Great Again!
FFE had its moments. There were places where going in would be suicide, one if remember correctly was some Groombridge system. My regular NPC stomper, big and nasty Panther Clipper got swamped by pirates nearly instantly. And fighting it out with cops was not easy either.
 
AX fights? Co-operative hauling?
Ahh, the boring stuff.

I remember the good 'ol days (long, long ago) when every hauling CG had a side-by-side "protect the traders" bounty hunting CG, when co-op meant winging up together to hunt down pirates. Ironic, in relation to this thread, that Frontier abandoned a co-op gameplay mechanism that arguably would help with the "ganker problem" by incentivizing combat ships to come to a trading system. Though to be fair, I remember countless PvE combat pilots complaining about gankers just as much as the cargo haulers, which I never understood.. I mean, you're there for combat, right?
 
Ahh, the boring stuff.

I remember the good 'ol days (long, long ago) when every hauling CG had a side-by-side "protect the traders" bounty hunting CG, when co-op meant winging up together to hunt down pirates. Ironic, in relation to this thread, that Frontier abandoned a co-op gameplay mechanism that arguably would help with the "ganker problem" by incentivizing combat ships to come to a trading system. Though to be fair, I remember countless PvE combat pilots complaining about gankers just as much as the cargo haulers, which I never understood.. I mean, you're there for combat, right?
bUt PvE cOmBaT iS dIfFeReNt!

I mean, it really is, HazRes targets never get your shields down, especially not so in a wing.

So people (me included) spent hours upon hours there, chilling, blowing up NPCs and watching their bounties go up.
Obviously not in open though, because your efficient beams and thermal resistant bi-weave Corvette stinks against a plasma accelerator armed Vette with prismatics coming for you.
 
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