One of my threads got me thinking...
Let's work out the best possible system for PvP in the game, then suggest it to FDevs. As far as I can tell, they can listen to reason, but there are not many well thought-out solutions that players give.
This post will be updated with ideas gathered by commanders in the thread.
Steps to PVP:
1. Background
2. Initiation
3. Combat
4. Aftermath
-try to satisfy casuals players, explorers, traders, PvP lovers, bounty hunters, pirates(hard to do, but we have a lot of brainpower)
-try not be overcomplicated (some complication is fine, as with everything in the game)
-try to be easy to implement (ideally by not adding new gameplay/menu elements, but by using existing assets and mechanics, otherwise Fdevs will just shrug it off)
Constructive and well-thought input is very welcome.
Idea # 1 - interdicting combined with choosing intention before shooting.
1. Background
-intentions of both sides are clear
-easy to add scenario for almost every part of the interdiction, whether bounty hunting or just killing
2. Initiation
-when defending side decides to fight - interdiction ends and both sides are facing each other with FSD's disabled for a given time (1min, 5min?).
-when defending side decides to submit, their engines are automatically turned off and negotiations start. Being killed is always a possibility, but then consequences for a killer should be a lot more severe. Think 5 stars notoriety in GTA or defender may employ a specops in the interstellar factor to exact his revenge.
-when defending side chooses to run away, FSD is blocked for a given time, both high wake and interstellar jump
3. Combat
There are only a few possible scenarios:
-both sides want to fight
-defender want to submit
-defender want to run
-attacker wants to prevent PP undermining
-attacker want to kill someone
Choice shoud give some minor advantages/disadvantages to defender and attacker.
For example: When focusing on escaping, defender and attacker would be both boosting as soon as low-waked, but FSD for defender would take longer to wind up.
4. Aftermath
-clear gains and losses, both sides have to decide if risks are worth the rewards
-game can easily measure both intention and outcome
-lower notoriety for stealing cargo, higher for killing submitting player (anarchy and nonhuman space excluded obviously)
-may open possibility for defender to continue with interaction, either by chasing the player themselves later, or by employing some NPCs to do the dirty work
Advantages of this approach:
-clear intention.
-clear scenario and interaction
-bypass language barrier
-griefing/logging easier to track and punish
-using assets and mechanics already within the game
Disadvantages:
-there may be more that 2 sides to a conflict.
-good only when interdicting, what if 20 people low wake to the same place?
How would I exploit this?
-by choosing something different than my real intention, like choosing to fight when real intention is to run away.
Prevented by giving small advantages/disavantages in different scenarios.
-by choosing to pirate someone then killing defenseless player with thrusters off
Prevented by restricting shooting / a lot harsher punishment than other cases
How would 10 players exploit this?
-by low-waking after successful interdiction and doing completely different thing than attacker/defender intended
How would 100 players exploit this?
-same as above
What do you think about it?
Let's work out the best possible system for PvP in the game, then suggest it to FDevs. As far as I can tell, they can listen to reason, but there are not many well thought-out solutions that players give.
This post will be updated with ideas gathered by commanders in the thread.
There is a divide between players that like to kill and players that don't.
Simplest solution is to create two servers. One where PvP is possible, the other where it is not, but that is not the goal here.
The idea is to create ONE server, where players can interact/pirate/fight with each other in a healthy and fun manner.
Private play is not the solution, so please refrain from "Go private". Yes, we all know that private exists.
Simplest solution is to create two servers. One where PvP is possible, the other where it is not, but that is not the goal here.
The idea is to create ONE server, where players can interact/pirate/fight with each other in a healthy and fun manner.
Private play is not the solution, so please refrain from "Go private". Yes, we all know that private exists.
I am no PvP player, so I cannot say much.
If I missed something or made some obvious mistakes, please correct me, I will update.
From what I can tell it's about:
-fighting 1v1 as a competition of build and skill
-playing BGS and attacking/defending territory
-ganking as a group for fun and profit
-killing for the sake of killing
If I missed something or made some obvious mistakes, please correct me, I will update.
From what I can tell it's about:
-fighting 1v1 as a competition of build and skill
-playing BGS and attacking/defending territory
-ganking as a group for fun and profit
-killing for the sake of killing
Always keep in mind that players will exploit whatever they can. If there is a loophole to get more money/mats/merits/rank, players will grind it dry.
Complicated systems are hard to balance because of that .
Then the first question should be: how can it be exploited by 1/10/100 players working together?
Next: is it fun?
Complicated systems are hard to balance because of that .
Then the first question should be: how can it be exploited by 1/10/100 players working together?
Next: is it fun?
Steps to PVP:
1. Background
Basically the reason of the fight.
What changes if a fight is:
-a duel?
-a bounty hunt?
-BGS opposing/hostile factions?
-act of pirating?
-act of treason/revenge?
-act of killing for fun?
What changes if a fight is:
-a duel?
-a bounty hunt?
-BGS opposing/hostile factions?
-act of pirating?
-act of treason/revenge?
-act of killing for fun?
How the fight is started?
-interdiction?
(submitted or was trying to escape?)
-ambush in normal space?
-one of the opposing sides in a conflict?
-interdiction?
(submitted or was trying to escape?)
-ambush in normal space?
-one of the opposing sides in a conflict?
Fight has started.
I have no idea if there is a reason to change anything after lasers start shooting.
Maybe communicaton of:
"I yield!" - causing a small change in combat rank both for winner and loser?
I have no idea if there is a reason to change anything after lasers start shooting.
Maybe communicaton of:
"I yield!" - causing a small change in combat rank both for winner and loser?
What happens after the fight?
-attacker won/lost/escaped?
-what do they gain/lose?
-defender won/lost/escaped?
-what do they gain/lose?
-was there a combat log/menu log?
-is that a repeating pattern?
-was the fight result of chase or a submission?
-basically, was it an act of duelling/pirating/fighting for resources or just killing?
-can pirated player do something to get back their goods/revenge?
-can killed player do something to get their goods/revenge?
-attacker won/lost/escaped?
-what do they gain/lose?
-defender won/lost/escaped?
-what do they gain/lose?
-was there a combat log/menu log?
-is that a repeating pattern?
-was the fight result of chase or a submission?
-basically, was it an act of duelling/pirating/fighting for resources or just killing?
-can pirated player do something to get back their goods/revenge?
-can killed player do something to get their goods/revenge?
-try to satisfy casuals players, explorers, traders, PvP lovers, bounty hunters, pirates(hard to do, but we have a lot of brainpower)
-try not be overcomplicated (some complication is fine, as with everything in the game)
-try to be easy to implement (ideally by not adding new gameplay/menu elements, but by using existing assets and mechanics, otherwise Fdevs will just shrug it off)
Constructive and well-thought input is very welcome.
Idea # 1 - interdicting combined with choosing intention before shooting.
1. Background
-intentions of both sides are clear
-easy to add scenario for almost every part of the interdiction, whether bounty hunting or just killing
2. Initiation
-when defending side decides to fight - interdiction ends and both sides are facing each other with FSD's disabled for a given time (1min, 5min?).
-when defending side decides to submit, their engines are automatically turned off and negotiations start. Being killed is always a possibility, but then consequences for a killer should be a lot more severe. Think 5 stars notoriety in GTA or defender may employ a specops in the interstellar factor to exact his revenge.
-when defending side chooses to run away, FSD is blocked for a given time, both high wake and interstellar jump
3. Combat
There are only a few possible scenarios:
-both sides want to fight
-defender want to submit
-defender want to run
-attacker wants to prevent PP undermining
-attacker want to kill someone
Choice shoud give some minor advantages/disadvantages to defender and attacker.
For example: When focusing on escaping, defender and attacker would be both boosting as soon as low-waked, but FSD for defender would take longer to wind up.
4. Aftermath
-clear gains and losses, both sides have to decide if risks are worth the rewards
-game can easily measure both intention and outcome
-lower notoriety for stealing cargo, higher for killing submitting player (anarchy and nonhuman space excluded obviously)
-may open possibility for defender to continue with interaction, either by chasing the player themselves later, or by employing some NPCs to do the dirty work
Advantages of this approach:
-clear intention.
-clear scenario and interaction
-bypass language barrier
-griefing/logging easier to track and punish
-using assets and mechanics already within the game
Disadvantages:
-there may be more that 2 sides to a conflict.
-good only when interdicting, what if 20 people low wake to the same place?
How would I exploit this?
-by choosing something different than my real intention, like choosing to fight when real intention is to run away.
Prevented by giving small advantages/disavantages in different scenarios.
-by choosing to pirate someone then killing defenseless player with thrusters off
Prevented by restricting shooting / a lot harsher punishment than other cases
How would 10 players exploit this?
-by low-waking after successful interdiction and doing completely different thing than attacker/defender intended
How would 100 players exploit this?
-same as above
What do you think about it?
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