Drama happens on stage. In a room it's a domestic.Get a room, you two.
I don't want a domestic.
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Drama happens on stage. In a room it's a domestic.Get a room, you two.
Excellent [haha]
The drama just went Spinal Tap![]()
Sorry sir. [sad]On Topic anyone?
On Topic anyone?
I'd prefer it if the bulk of the danger in exploration was related to uncertainty, attrition, and isolation, rather than all those Cutters and frag Phantoms looking sport, but I'll take what I can get.
We should be able to leave the Pilots Federation, surrender our fancy insurance packages, and preferential rates at interstellar factors, losing that CMDR prefix and hollow sensor indicator in exchange.
Uh...what was the topic again?
I'll get my coat![]()
Uh...what was the topic again?
The bulk of it is, really.
The sort of screw ups I'd have to make to lose a ship while exploring in the current state of the game are almost inconceivable.
There should be danger... but that danger is rather one sided... to the extent psychotic behaviour in the game is unrealistically and unproductively totally ignored in favour of said psycho.They're not extreme and unfair. And it isn't my preference, it is simply the way it is, and I have no problem with it. There should be danger in the galaxy, from whatever source.
I'd prefer it if the bulk of the danger in exploration was related to uncertainty, attrition, and isolation, rather than all those Cutters and frag Phantoms looking sport, but I'll take what I can get.
The bulk of it is, really. Except around DW2 waypoints in Open, of course.![]()
I think this would be an interesting solution too. Likely not going to happen, since being a PF commander is such a central tenet in this game.
As for PF issuing bounties, it would cause problems since PF is not supposed to be a political entity, officially. GalCop could have worked this way, by creating interstellar standards of laws, but Empire and the Feds wouldn't accept this, they both wanted to dominate humanity. So, now we have PF taking up similar role, but it is purposefully restricted from making these laws. But somehow everything works, we never see stations that didn't accept PF commanders. Why they hand out bounties for killing Thargoids is a bit of a mystery, as it is something GalCop would have done in the past. In real life, there is no anarchy, anywhere. In Elite, there is, because setting some basic laws in uninhabited systems could be interpreted as having ownership of that system, which would be against this compromise, and lead to war. It's very interesting, uneasy, scifi setting. Anarchy systems of course have their own laws, they just don't have issues with space ports trading whatever or spacers shooting other spacers.
Considering this... I guess lorewise it is acceptable to gank explorers out there. Maybe it is a bit silly to go out there without shields or anything.
/note that first space stations, that would accommodate people and spaceships, private people flying spaceships, and people living in there, sometimes all of their lives, were originally created by GalCop.
In terms of lore, we're told that bounties arise because the PF holds its members to a strict code of honor, which is why even minor infractions can be punishable by death. However, the way bounties currently work certainly seems like they are function of local governments, not the PF. Maybe the PF is providing the interstellar infrastructure for communicating and paying out bounties, similar to how they supposedly control Galnet. Regardless, the functions of the PF are vague enough that there's plenty of scope to do something else with it.
As far as stations not accepting PF commanders, there's loads of them! All those surface installations that give you a trespassing bounty if you get too close? All those new space installations that don't have docking pads? Somebody uses those, but it ain't us.
Well, to me a couple of smallish steps could give logical effective results.
1) A reputation value (call it Pilots Federation Reputation if you will) is incremented with any illegal destruction you carry out. This value takes considerable time to decay. eg: Weeks... And it only reduces with time...
2) Once this reputation value gets to a reasonable level punishments are applied. So a few illegal destructions over a given period are ignored. But once you start acting like a habitual psycho, you get noticed. The more you continue the more punishments are applied to you.
3) Punishments could vary from more and more stations and indeed whole systems denying you access. To you being highlighted to other Pilots Federation members (on their scanner) immediately as a threat (known psycho). To the ATR turning up more and more often in your instance. To a Pilots Federation Bounty being applied to you to make you a legal target everywhere.
4) Non-government/No Population systems should default to "Security: None" not "Security: Anarchy". Only systems with an anarchy government can enforce an anarchy system. Thus at Beagle Point, "illegally" destroying a CMDR will be noticed rather than ignored.
There...
We need a whole lot more fixes and new stuff, than another re-write of C&P.
If you don't want to be ganked don't play in their schoolyard. simples.
Plus we have 2 lists, one, a lot gankers at DW2 and a list of a SDC members. Just block them all.
The last C&P revamp seemed rather convoluted, while needlessly missing some obvious crimes to punish... I really don't get FD's design process at times... It really worries me.
And the designers frankly just make very bizarre and odd fundamental design choices. This is a company who's design team sat through meeting after meeting and greenlit development time going into a stand alone game (CQC) instead of investing that in mechanics for the core game. That greenlit development time going into shallow dead-end gameplay like generation ships. That greenlit multicrew even though it was fairly clear the gameplay experience for one CMDR was fairly limited, let alone trying to split the role up.It's a problem E: D had from the very beginning. The designers of its game systems never really managed to predict how the players will actually use these systems.