Could ATR ships be added to waypoints for expeditions like DW?

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. :)
 
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.

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.
 
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Uh...what was the topic again?

I'll get my coat:)

Putting ATR at waypoints, which I suspect would lead to similar amount of dead explorers, more inconvenience for DG2 (whether this is good or bad is subjective), and a few gankers would be briefly tempted to PvE for a moment by seeing which groups could gang up on and destroy the most ATR ships.

Although probably each ganker would get an entire wing of ATR sent after it, which would be insurmountable. But it would be great if just 5 ATR sent to deal with 20 DG2'ers
 
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Uh...what was the topic again?

ATR, I think.

[video=youtube;mxu4JsMRfbQ]https://www.youtube.com/watch?v=mxu4JsMRfbQ[/video]

The bulk of it is, really.

The bulk of next to nothing is still next to nothing.

My 5700 jump trip in back 1.2 with no synthesis, no boosts, minimal automatic route plotting, a ship that could only jump twice on a tank of fuel, no room for an AFMU, and no where to go for repair/resupply except the bubble, was easy enough (well, except for the space dementia).

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.
 
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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.

Ah, I think I misunderstood your point. And yes, I agree. My first couple of trips were also before engineering and AFMU, and a couple of incidents near Sag A* meant I had a very cautious trip home. More environmental hazards would be good.

I remember getting stuck between a binary pair of stars and spending a frantic ten minutes trying to get out alive (I didn't have any heatsinks). I don't believe that can happen anymore, which is a shame.
 
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.
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.

I'd be in favour of some danger being levelled at choosing to behave like a psycho.
 
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.

well, dw2 isn't really 'exploring' either, right? you do not need 10 cmdrs together in open to map a system, if they do it's more of a community thing. well, if you gather in open, guess what, it's a gathering in open, what would you expect?

The bulk of it is, really. Except around DW2 waypoints in Open, of course. :)

this. and except on the forumz. fortunately! :D
 
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.
 
Suddenly I'm not so sure I understand this crime and punishment system at all... Maybe it has something to do with the insurance plan.

Those installations are private of course, it's not like you could park your spaceship on someones backyard or military warehouse or something.
 
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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.

Indeed... How is it logical that the PF (& Insurance Companies) would ignore a member habitually blowing up other members for the giggles? How does it makes sense this psycho isn't penalised in any way at all? How does it make sense other members aren't even warned about said Psycho? Why would the Insurance company even cover them anymore?

It doesn't make any sense... :)

Surely a far more logical game universe outcome, and surely more producting gameplay outcome, might just be, that habitual "illegal" destruction is noticed after a while, and then penalties are simpy slowly and systematically ramped up against the individual?

It's call Elite Dangerous, so surely acting in such a fashion should result in some "danger" instead of the current game's approach of all but treating the psycho with kid gloves and totally, 100%, utterly ignoring their rampage in 99.9+% of the galaxy.
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...
 
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sollisb

Banned
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.
 
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.

I can agree with that... But what's a shame is we've had some effort thrown already at C&P, and for all intents a purpose (IMHO) it was a quirky over complicated half baked effort.

It just seems a depressing common theme that FD go away and come up with designs, which when they reach the game make you scratch your head and wonder how the heck did this design actually get the go ahead and thumbs up in those design meeting, and then thumbs up from the internal testing?

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.
 
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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.

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.
 
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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.
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.

...and here we are years down the line with these decisions even leading to fundamental things like an alien invasion kicking off with next to next to no mechanics of any depth having been added in the preceeding years for that invasion to leverage and make the most out of. Is there stealth gameplay to allow CMDRs to sneak into and recon Thargoid locations? Is there escort gameplay to allow CMDRs to escort convoys through asteroid fields under Thargoid attack? Is there fighter gameplay to allow CMDRs to holome onto capital ships or playforms to fight off Thargoid scouts? No... Basically nothing was carefully put in place for teh alien invasion to leverage and make the most out of. Meanwhile, plenty of time for generation ships, asteroid bases and multicrew...

Yep, the design choices taking place confuse the heck out of me, underlined recently with even mining turning up seemingly not even seemingly fully throught through and balanced :(

So am I surprised the design team has revisited C&P numerous times and it's been left in an odd place?

[/rant]
 
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