Crime and Punishment not fit for purpose - needs overhauling

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I will start using Rails and PAs when they come on anything other than fixed mounts.
They are surprisingly easy to get used to, it doesn't take much time to learn the delay in Rails firing (I landed 5 shots on a NPC recently, sadly not the one I was aiming at...) and PAs with leading sights (I think, not in the game to check) show you where they will land, roughly, given speed & direction of you & your quarry.
 
If FD had a consistent approach to lore, these PvP bounties really would be Pilots Fed issued ones and that over a certain threshold the offender would be expelled.

But then I'd be twiddling my pen and think 'so what benefit does the PF have for staying clean?'- rebuys certainly, but I'd also be trying to think of pros and cons for being PF or truly separate- and that perhaps non criminals might actually want to renounce PF membership too.

The more I think about it the more I get depressed about the amount of potential thrown away here. Done right you'd have lore, C+P, BGS and gameplay all in lockstep.

I had the same thought about Pilots Federation issued bounties. The idea of potentially getting suspended from the PF is an interesting one. They could simply lock us out of Shin Dez if we're especially naughty, that'd be consequential enough! But you could also be restricted from taking missions from anyone but the anarchists til you build rep/pay off bounties. Lore appropriate in game consequences spiralling into a life of crime, ah it could be glorious!
 
I had the same thought about Pilots Federation issued bounties. The idea of potentially getting suspended from the PF is an interesting one. They could simply lock us out of Shin Dez if we're especially naughty, that'd be consequential enough! But you could also be restricted from taking missions from anyone but the anarchists til you build rep/pay off bounties. Lore appropriate in game consequences spiralling into a life of crime, ah it could be glorious!
The problem is that lumping harsh draconian punishments for transgressions with the panopticon watching your every move and all crimes being punished harshly kinda runs counter to the whole "cut-throat frontier" vibe that the game originally started out as.

I don't think "make crime be punished harder" is a monkey's paw we particularly want curling another finger considering what happened last time.

Maybe if there was some actually good and worthwhile gameplay in being an outlaw, and... man. Can you imagine how much certain people would scream and stamp their feet if the script were reversed and unlawful activities started paying better than lawful ones? I can hear the cries of "YOU'RE MAKING ME PLAY A MURDERER" already, just like what happened with odyssey engineering materials - being a violent criminal is the most efficient way of obtaining those materials balanced by the risk of employing such methods, so to some people that's the mandatory way of doing it and the thought of being less efficient is utterly unreasonable. Your game design is forcing them to play a psychopath!
(never mind that it's entirely possible to max out every suit and gun without firing a shot if you have a little patience)

Imagine if it was civvie massacres that got the big buff a few years ago instead of bounty hunting to finally knock mining off its pedestal?
 
The problem is that lumping harsh draconian punishments for transgressions with the panopticon watching your every move and all crimes being punished harshly kinda runs counter to the whole "cut-throat frontier" vibe that the game originally started out as.

I don't think "make crime be punished harder" is a monkey's paw we particularly want curling another finger considering what happened last time.

Maybe if there was some actually good and worthwhile gameplay in being an outlaw, and... man. Can you imagine how much certain people would scream and stamp their feet if the script were reversed and unlawful activities started paying better than lawful ones? I can hear the cries of "YOU'RE MAKING ME PLAY A MURDERER" already, just like what happened with odyssey engineering materials - being a violent criminal is the most efficient way of obtaining those materials balanced by the risk of employing such methods, so to some people that's the mandatory way of doing it and the thought of being less efficient is utterly unreasonable. Your game design is forcing them to play a psychopath!
(never mind that it's entirely possible to max out every suit and gun without firing a shot if you have a little patience)

Imagine if it was civvie massacres that got the big buff a few years ago instead of bounty hunting to finally knock mining off its pedestal?
But thats what set me thinking- imagine washing off the blood, getting a "you are barred!" PF message, only for a few minutes later The Club go "we notice you are in a bit of a pickle. We have need of people with your.....skills, commander. If you are interested, visit us at co-ords 123456" which generates a POI.

We may lose Shin Dhez, but you could then via the Club have other places, secret megaships / areas that PF loons can't enter (a bit like PP V2 FCs). Lore wise you then see the other side of the galaxy via gameplay and an altered C+P.
 
In my world, such missions would only be available to killers on the criminal path in the BGS and the notoriety would be applied if you are caught (by extension only detection of crimes sticks). Killers should be able to dodge infamy if the are skilled.

I really don't like this 'no notoriety because mission' nonsense.
It's not entirely nonsense because notoriety in an of itself is a load of nonsense to begin with to be honest. It's an incredibly annoying mechanic at this point I'd rather braben himself showed up and smacked me in a cutscene and blew my ship up instead of notoriety existing
 
It's not entirely nonsense because notoriety in an of itself is a load of nonsense to begin with to be honest. It's an incredibly annoying mechanic at this point I'd rather braben himself showed up and smacked me in a cutscene and blew my ship up instead of notoriety existing
What I want to see removed from the game is this compartmentalization of murder, moving it out of nice little mission boxes and back to what it was, the ultimate tool of doom.

FD nerfed murder repeatedly while making murder missions have no consequences. Its logically silly and IMO annoying.
 
It's not entirely nonsense because notoriety in an of itself is a load of nonsense to begin with to be honest. It's an incredibly annoying mechanic at this point I'd rather braben himself showed up and smacked me in a cutscene and blew my ship up instead of notoriety existing
I wonder why that particular word was chosen ? In my translation it means that this commander's portrait should hang in every port with the words - there is a reward for him.
eB6MicF.png

In the game itself no commander knows him (as far as I know) even if their ships are side by side.
 
I wonder why that particular word was chosen ? In my translation it means that this commander's portrait should hang in every port with the words - there is a reward for him.
eB6MicF.png

In the game itself no commander knows him (as far as I know) even if their ships are side by side.
I'm talking as a game mechanic, not really interested in the immersion part of it at the moment
 
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.

Don’t get caught.

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.
 
In ED, that Dead or Alive poster doesn't apply.

NPCs: Fugitive NPCs aren't brought back dead or alive. Only their ship is destroyed. They are allowed to get another ship and continue being bad.

Cmdrs: Fugitive Cmdrs are never killed. They are allowed to pay off their sins through a paralegal and go free. Or sent to prison for 10 seconds, pay a fine, then travel back to wherever. All is forgiven.
 
In ED, that Dead or Alive poster doesn't apply.

NPCs: Fugitive NPCs aren't brought back dead or alive. Only their ship is destroyed. They are allowed to get another ship and continue being bad.

Cmdrs: Fugitive Cmdrs are never killed. They are allowed to pay off their sins through a paralegal and go free. Or sent to prison for 10 seconds, pay a fine, then travel back to wherever. All is forgiven.
 
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.
I have no issue with NPCs, its part of the game, nor to a certain degree RP Pirates (though it gets boring after a bit) only muppets interdicting just for thier gameplay, C&P should hit them hard.
But that's for you Open folks really.

O7
 
NPCs: Fugitive NPCs aren't brought back dead or alive. Only their ship is destroyed. They are allowed to get another ship and continue being bad.

Lack of demographic simulation aside, I do think it's heavily implied that non-CMDRs die when their ships explode.

I have no issue with NPCs, its part of the game

Everything that happens within the bounds of the game is part of the game.
 
Lack of demographic simulation aside, I do think it's heavily implied that non-CMDRs die when their ships explode.
No, we often see escape pods in the debris. Plus their name comes up again. There are only so many bad guys for a multiplayer game.

Edit: Regardless, Wanted Dead or Alive traditionally means the body must be presented for the reward. Which cmdrs do not do in Elite Dangerous. And the missions do not state this as a requirement.
 
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