CMDRs as citizen police

Posting an idea from another thread as a suggestion.

If 'Report crimes against you' is enabled and ship attacked by a player, let all other players with no notoriety located in the same system (if any) receive a distress beacon location and distress message, including name of the hostile ship, so they can act as a citizen police and come to help. This may work only for systems with medium to high security (or all systems with nav beacon?).

This is a strong gameplay solution for the gameplay problem, at least for player-populated systems - balance. It can bring PvP bounty hunting to a new level.
Thus players seeking PvP experience in Open could be given a choice, seamlessly fitting into the game world logic.
 
...and people still somehow play in Open regardless.
But self-policing is not an option because you can't flood an instance with "citizen-cops" to handle criminals.

1 v 1 a weak skilled criminal will clog or block a policing player.
1 v 1 a strong skilled criminal will own a policing player.
 
But self-policing is not an option because you can't flood an instance with "citizen-cops" to handle criminals.

1 v 1 a weak skilled criminal will clog or block a policing player.
1 v 1 a strong skilled criminal will own a policing player.
If gankers want to go around block-spamming everyone because they don't like the new rules of engagement, that sounds like a bonus. This idea has some merit, OP.
 
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Doesn't matter how many citizen police you can round up, the gankers have the advantage because they are organised. In fact it wouldn't surprise me if the gankers used this as a tool to pull in more targets if it was ever implemented. 1 lightly armed ganker attack lone ship, citizen police turn up, 3 or 4 more gankers in murder boats drop in and slaughter the citizen police, nicely done!
 
Doesn't matter how many citizen police you can round up, the gankers have the advantage because they are organised. In fact it wouldn't surprise me if the gankers used this as a tool to pull in more targets if it was ever implemented. 1 lightly armed ganker attack lone ship, citizen police turn up, 3 or 4 more gankers in murder boats drop in and slaughter the citizen police, nicely done!
You'd have the same skilled creative people doing policing activity. It opens up natural 4x4 wing PvP gameplay in this case. Very nice!
 
You'd have the same skilled creative people doing policing activity. It opens up natural 4x4 wing PvP gameplay in this case. Very nice!

You really think they would get 4 random citizen police with the same skills and ship capabilities as prepared and ready gankers springing a trap? Dream on!
 
You really think they would get 4 random citizen police with the same skills and ship capabilities as prepared and ready gankers springing a trap? Dream on!
Not random, of course.
Same as we have organized player-killers squadrons in player-populated systems, with this gameplay addition we could have squadrons or players aimed for killing other player-killers in the same systems. More challenging PvP :)

edit: wording
 
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Not random, of course.
Same as we have organized player-killers squadrons in player-populated systems, with this gameplay addition we could have squadrons or players aimed for killing other player-killers in the same systems. More challenging PvP :)

edit: wording
But he problem is that the policing part is even more waiting than the ganker looking for targets...

What are yuou expected todo when "policing"? sit and wait in Super cruise and wait for any distress signal?

Then you have to locate the distress signal, and then get your lazy bum over there, so depending on the victim, they might very well be dead once you arrive.

And this is before we start to account for the instancing problem etc that can throw a spanner or two into the effort to defend the victim.



The game are is way to big for this to reliably work, just look at the few options for having dynamic PvP, with a few exceptions, you are pretty unlikely to receive and be able to respond to a distress signal, and this is before that gankers might be setting a trap to lure you into an ambush...

I do not see how this would be any engaging activity, as it is more likely that you would be patroling a system where nothing happens, unless you go to a system that is a hotspot, and the logic dictates that if it is a busy system, the ganker is flying with friends, and so much you, unless you like to fight against several gankers. and we still not solved the ossie with response time, as time to kill by a ganker vs a normal player is way unbalanced, and even if you get there before the player is killed, the ganker can for teh most part simply ignore you and keep on killing the player and then jump away.. and what good have you done now? the player died and all you did was to do some damage to the ganker...
 
I like it. It's not like one has to offer aid if they don't want to, or are unable to. It seems a simple enough addition that offers an opportunity to increase player interaction.
Of course it will be abused by griefer groups and players. What gameplay mechanic isn't? Sure some, maybe many, of the salt miners will, log, and block any capable opposition they come across. The ones that would do that, already do that, and I take that as a win though. Gankers having a block list screws with their gameplay style more than it does the non PvP types that play in open.
 
Hmm, if you include the attacking commander's name in the distress call, this idea would also give non PvP types in system the opportunity to preemptively block the player attacking a clean player ship. Not sure how I feel about that. I don't suppose it matters. Salt miners tend to out themselves gloating, or get outed by their victims, in system chat anyway.
 
Not random, of course.
Same as we have organized player-killers squadrons in player-populated systems, with this gameplay addition we could have squadrons or players aimed for killing other player-killers in the same systems. More challenging PvP :)

edit: wording

So, as said, the gankers are organised, they can just pop in any time they want to gank someone, just all have to agree, you and 3 friends have to sit there waiting, and waiting, and waiting, because the gankers don't have a posted time table. I mean you can even work in rosters, but in the end it means people have to be there, sitting on their PC, waiting. And the moment you turn up all the gankers jump out and go play somewhere else and agree to meet back there in then X minutes, what are you doing in the meantime? Sitting there, waiting, waiting, good game experience that, I am sure it will attract a lot of players with high end ships that are capable of tackling a ganker group.

However you try and organise it, it won't work because the gankers aren't playing your game, you are playing theirs!
 
Doesn't matter how many citizen police you can round up, the gankers have the advantage because they are organised. In fact it wouldn't surprise me if the gankers used this as a tool to pull in more targets if it was ever implemented. 1 lightly armed ganker attack lone ship, citizen police turn up, 3 or 4 more gankers in murder boats drop in and slaughter the citizen police, nicely done!
That occurred to me too, but this would be a basis for some decent emergent gameplay, and there's nothing stopping a player police force from getting just as organised. Citizen police would have to choose when and which areas they were going to attempt to make more lawful, but if the fuel rats can manage a 24hr service, so can a system defence force. Policing the low hanging fruit of newbie areas, CGs, and engineering hotspots would be a start.
 
but if the fuel rats can manage a 24hr service, so can a system defence force. Policing the low hanging fruit of newbie areas, CGs, and engineering hotspots would be a start.

That's......a ridiculous comparison. The Fuel Rats, once they are alerted, can takes minutes, hours, days or even weeks to get to their target, it doesn't matter because between them being alerted and the CMDR being rescued all the CMDR has to do is log off and he will still be there waiting when he logs back in, they just organise the time over discord. Your "24 hour service" on the other hand has to be there "immediately" or your target to be rescued is dead. That's like comparing a 24 hour delivery postal service to an ambulance service, two entirely different things, you would never trust your emergency life saving blood transfusion to the post office to deliver!
 
It's not going to make a lot of difference in ship go boom rates, that is true, but it will allow for more players to get together for some mayhem. Yes, the salt miners will play their games to avoid ever facing consequences, but, at the very least, this will out them to more law abiding players. Players that can block them, change mode the moment they see them, or try to interdict and blow them up if so equipped and inclined. This is actually one of the more reasonable suggestions, that is not a bug fix, that I have seen in this dark corner of the forum.
 
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