Apply player bounty to players who are griefing or killing NPCs and Players (Crime & Punishment suggestion)

Apply player bounty to players who are griefing or killing NPCs and Players (Crime & Punishment suggestion)

This suggestion is only a means to align with Fdevs attempts at crime and punishment.

-Clearly define what is a crime
-Clearly define what you consider as gameplay punishment
-Clearly explain and address ideas such as: Defending a system, player pirating, player griefing, player hunting
-Clearly warn and apply a global bounty to what you as a developer consider combat logging (if this occurs apply a global bounty)
-Reward players with a larger reward for hitting a target and a lesser reward for destroying a target. (These stack and one shouldn't negate the other)
-Reward players for interdicting (*sp) another player
-Reward players for pirating cargo (See system idea below)
-Clearly offer a real time system indicator of places where players with very high bounties are playing in so player hunters can hunt (A lot of care needs to go into this)

*upon activating hard points a message should pop up that firing upon player will cause a bounty (not may but will, only pop this up when it applies)

**When it occurs that player should be given a global bounty that applies to Open, Private and Solo for a set number of hours up to a max of a few days not exceeding 5 actual days. (Each infraction may have its own penalty and not add to existing but applies to the entire account regardless of ship, and needs to also apply to wings) This means if someone in your wing crosses the line, you both share the result.

*** Global Bounties***
-Actual play time not a countdown while players are offline
-If a station can send my ship a message clear across the galaxy real time, crime reporting should work the same


What:
-Add in a real anti-PvP feature but with this comes disabling turning this on/off if the player is choosing a gameplay method that should be subject to PvP (This really should mesh as PvE and PvP combat allowed, or disabled) or what I call a pure exploration mode only. Seems odd to some but this is actually a big deal and would curve a lot of unnecessary issues and arguments.

-Add in a real feature that lets a player pirate, meaning a function that lets the player request X or be killed. If player b is interacted with, they are given a simple alert like mission updates to accept or deny.

-add in a real feature for defending a system (this should only be available in Power Play),
meaning a function that lets the player request X or be killed.

-(Player hunting seems to have a system lets use it) If and when any player fires upon, or blows up any NPC or Player which isn't the result of normal Power Play, carrying Criminals, carrying illegal passengers, carrying illegal cargo, or who doesn't have a bounty there is reason to mark those players.


Why:

-Players often complain about being attacked unfairly, griefing, combat logging, being able to avoid fines by moving to other systems.
-There has to be a consistent but obvious rationale on what is acceptable and what isn't based on what the developers hope the game to be in all game modes.
-This bounty should not allow any way to be paid off other than expiring, that even includes being blow up by other commanders.


Logic:

-There needs to be a very clear cause and effect that cannot be misunderstood. The existing discussions have this intent but none of that addresses the bigger issues and allowing anyone to pay off a fine doesn't curve behaviors. People have decided to establish and create all types of their own ideas and the problem there is no one else is aware of them. It then causes a lot of back and forth in the game and on the forums or social interactions within console/PC outlets.

-There is no amount of a fine that will curve behaviors as players will just out earn the fine. It think there are many who want more of a PvP experience. Long term this addresses some issues and creates a cops n robbers or good guys vs bad guys along with Power Play.

-Applying bounties to ships and modules is literally the dumbest idea ever. its the player who exhibits the behavior not the ship or the items. Its not guns who kill people, its people with guns who kill people. Please address it that way
 
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I support this. Just got back into playing after a year off from the game and am trying to build up my credits in a crappy ASP, running no shields and doing trade missions. I didn't realize I was in open play and got after launching by some guy in a souped up corvette. I had no bounties on my name, so this was just some a**hole getting his rocks off on easy pickings. So I got ganked, fine, it's part of solo play. But have tangible consequences for the ganker, otherwise it turns into open territory for bad behavior. This same sort of thing ruined Dark Zone play in the Division, where people would gank teammates at the drop site for their loot, because there was absolutely no consequences for doing so.

A possible fix would be a reputation system that tracks a player's behavior against others, similar to GTA 5's "bad sport" system. Color code the player's name in the contacts, green for good rep, red for bad rep. If you want to go even further, throw all the bad rep players in the same lobby so they can have a good time griefing each other.
 
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