One thing Id like to see, unrelated to pvp, is notoriety being superpower specific. If I go on a rampage in imperial systems and get notoriety 10, I shouldnt become persona non-grata for 20 hours in fed space for briefly walking into the wrong room in an edo settlement.
And just mak sec levels relevant. Have godlike cops instantly spawn in high sec making griefing virtually impossible, with virtually no npc criminals present but reduced mission payout. Make anarchy systems difficult with engineered pirate fleets. Low and medium in between.
Open would be fun for all and you pick the risk level you feel confident with.
Implausibly potent police are just as much a problem as none at all, as far as I am concerned.
Even in the highest of security areas I don't like the idea of security omniscience, infallible target identification, instant response times, equipment that is only obtainable by security forces, etc.
Security levels should mostly represent the relative
need for security. A low sec system shouldn't automatically have more crime as it probably has less worth stealing/fighting over, and thus fewer criminals, which implies fewer police. High-sec is what happens when you have population and commerce hotspots leading to a correspondingly elevated crime rate and an accordingly increased police response (which, like the real-world, should be way more focused on protecting property and commerce than people...can't have our fantasy dystopia be more utopian than first-world reality).
There ARE supercops in the game, it's the ATR ships, which are like pvp engineered NPC police ships that kill you in a few seconds.
ATR take more than a few seconds to kill most combat ship, even with their comically overpowered reverberating cascade lasers.
Yeah, of the combat tutorials that are there, all of them are focused on "defeat your enemy" - whether it's the SLF one telling you to use a fighter to kill the guy attacking your keelback, or the basic/advanced combat tutorials having you use a sidewinder to kill some eagles, there's nothing that tells you about defence or evasion.
Well, that SLF tutorial can be successfully completed simply by doing a 180 and running before the Viper shows up, or by distracting it with the SLF long enough to get away...of course the game doesn't tell you this.
Honestly, I don't think people whose first and only inclination is to color strictly within the lines are all that well suited to open world games. It's hard to design a tutorial to teach this stuff. That said, the game has actually had better tutorials in the past...not entirely sure why the removed the stealth one.
But again why should we have to bother?
The same reason you have to bother binding controls, learning to use the interface, outfitting a ship, or learning to pilot in any capacity. It's part of the game, which is a persistent online-only, multiplayer experience that has to have some common denominator with regard to difficulty floor (even if I think it an order of magnitude below where it should be).
You can avoid the PvP interactions through mode selection, but the NPCs attempt the same sort of stuff, they're just worse at it because they're cheap filler that pretends everyone they encounter is the universal protagonist.
Which would be fair enough if there was any benefit to the fighter escort.
Entertainment is the benefit.
In a game with no economy and runaway asset inflation, it's not like there is any benefit to the one being escorted, or their potential attackers, beyond this.
Money means so little in this game, that my CMDR, who cannot even afford a fleet carrier, is not even going to get out of bed for a trillion credits. Money may as well not exist, because what he (and I) want to do is not constrained by it. The experience is the only reward possible, because credits (the need to accumulate them and the fear of losing them) stopped constraining meaningful experience nine years ago.
It's very difficult to produce meaningful incentives in a setting when one's survival and well-being are guaranteed. Then again, maybe I just have a poor grasp of greed for greed's sake. Ultimately, BGS influence is the only objective reward that really translates into the game past a very low threshold, and even that is too abstract for most players.
Pve vs Pvp ship ain't much of a fight really. Especially if the Pvp ships are at least two, which they often are, one hit will disable shields, second one (from the other ship) will disable drives, end of story. No numbers will help, if the Pvp players are even a bit decent it all ends in a few seconds.
A PvE combat ship that looks much different than a PvP ship is probably not built competently. There are some differences in weapon choice when one is maximizing the number of robots they're exploding, but defense and mobility work pretty similarly. And generally, even a non-combat ship can last more than a few seconds if the pilot is even a bit decent.
In DayZ it probably takes 10-20 hours just figuring how to reliably not starve as a fresh spawn lol.
It took me significantly longer than that to figure out how I wanted to bind my controls in Elite: Dangerous.
I don’t think the average skillset is as low as the NPCs in ED. Admittedly in SC the AI is often asleep due to low server tick, but when it’s working properly they’re much more of a challenge.
NPCs are hosted locally, servers that aren't other peers have very little to do with them once they spawn.
PvPers are always going to be better than NPCs - unless you suddenly change the flight model they’ve spent thousands of hours honing - but one issue is the massive disparity between fighting even a mediocre pilot compared to an Elite NPC.
NPCs could easily be technically superior pilots to any player, without violating any rules that CMDRs need to follow...they are quite deliberately handicapped.
Would be great if this were possible.
I'd love a game where we didn't all wear our IFF tags on our proverbial sleeves; where comms weren't instantaneous and/or where a surprise attack could knock them out. However, the setting we have is where everyone is always caught, but never punished...which feels pretty backwards. A plausible setting would have perpetrators rarely be identified, but would make up for that with extremely harsh punishments to serve as a deterrence.
I guess to some getting the rank is more important than the gameplay
I'm sure the rank is a
barrier to gameplay for some.