I think that got lost in translationAnd I've never been to the Colony, but I don't think it's gone.
O7
I think that got lost in translationAnd I've never been to the Colony, but I don't think it's gone.
Colonia... (translator tried its best!)I think that got lost in translation
O7
That wasn't true though. It was much easier to get mats doing legal reactivates, it was the tubers that convinced a large portion of players that Iah Bulu (or whatever) was some kind of magic mat dispensary.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!
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.
That wasn't true though. It was much easier to get mats doing legal reactivates, it was the tubers that convinced a large portion of players that Iah Bulu (or whatever) was some kind of magic mat dispensary.
"Lore appropriate" is a bit of a tricky one, though.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!
This is why FD should have (and did, at least to start with) stick to lore and use it. IIRC the blurb now on the games website talks about those who have turned their back on the PF."Lore appropriate" is a bit of a tricky one, though.
The PF has no problem with - in fact, certifies us as accredited and graded mercenaries for - all sorts of illegal activities including smuggling, theft, sabotage, civilian massacres, you name it they'll provide a pilot to do it ... to be hired out to every dictatorship, private corporation, feudal baron, corrupt official out there who can afford the exorbitant fees. The fastest ways to get the accreditations have often been through actions landlubbers might find "immoral".
The idea that they'd suddenly get really squeamish about the idea that sometimes two of their members might end up on opposite sides shooting at each other doesn't fit at all with that.
It certainly is that! My current kick is engineering an exploration/adventurer that is also capable of reasonable results killing NPC pirates, using my skills learned in PvP to better fly a less able attack ship. So much fun and the battles become epic ... The more that you have to loose in exploration or found artefacts, the greater the struggle to survive.By having fun.
Each stage in the combat rankings takes as many points as all the previous stages so when you reach Deadly you are halfway to Elite, so it’s not a big step just the same again.
Note as I am not a fan of missions it took me around two years to reach Elite in combat, my first Elite ranking.
What I do remember was if you had a scoop and were close behind your target when it blew up there was a danger of scooping the escape pod as they ejected giving you a cargo of captured human which if the police in their Vipers were close by would get you in bad trouble for slaving.I very vaguely remember Elite1 but I think every ship there ejected an escape pod before the explosion. And I think we could buy one and use it...
I don't remember very well![]()
Kumo Burger confirmed in 84!If the distance or speed differential was wrong I think the cargo became meat not slaves but it is a long time ago so my memory might be wrong.
That used to happen if you had no life support in your cargo bay, then shipped live animals!the cargo became meat
You are right about the lack of balance between Piracy and the others roles.As someone who's experienced every side of the Elite Dangerous galaxy - PVP, PVE, and everything in between - I've had countless discussions about the Crime and Punishment system. Saying that, everything below is my opinion only. One thing to note very clearly - this thread is NOT a discussion about Open vs Solo. If you want to discuss that, please do it here: https://forums.frontier.co.uk/threads/the-open-v-solo-v-groups-thread.607291/
This thread is about the current Crime and Punishment system in Elite Dangerous - mainly in the context of PVP - so if we could stick to that topic and context it would be good. With that short intro out of the way - let's have a look at it.
CRIME AND PUNIHSMENT
Currently the main drivers behind the Crime and Punishment systems are: Fines, Bounties and Notoriety. I won't be talking about fines, they are more or less meaningless.
The players that choose the more serious criminal path get assigned bounties and notoriety. As an effect, the two main "punishments" for crimes seems to be effectively:
None of these 2 things are fit for purpose in the current game reality.
- Financial implications - the criminals that destroy other players' ships have to pay a percentage of their victims' rebuy costs.
- Gameplay implications - the inability to use station systems like refuel, rearm and repair until you pay off the bounties (which is not possible unless your Notoriety is 0)
This is why I am of an opinion that the whole system needs revisiting and restructuring to fit the current game reality better. Another reason is that while some players enjoy the thrill of piracy and combat, the balance currently swings too far in favour of gankers/criminals at the expense of traders, explorers and other "victims".
- Credits are ridiculously easy to get, so the victims' rebuy cost addition is 100% non-punishment, as you can get that money back in a couple of hours tops.
- With the addition of Fleet Carriers and also a gazillion of Odyssey settlements that offer the services - the inability to use the services on the main station(s) is also not a problem at all.
Let's have a look at a typical trading Community Goal scenario. Considering I am a trader that wants to compete in a community goal to get the prizes for top tier of players I am on a lost position from the get-go.
I have a choice - sacrifice some of my cargo space to get more armour and bigger shields to increase my survivability. This means that competing in the CG immediately becomes a lost cause, as the people who fly in Solo can easily go for min-maxed shieldless, defenceless all-cargo-rack builds, which means they will be able to haul A LOT more and win the CG.
And even if I somehow manage to be able to compete with them, the chain-interdictions from people that want to prevent me from delivering that cargo mean that I have literally no chance. It is almost impossible to escape an interdiction from a maxxed out PVP gank-boat in my heavy trader loaded up with armour and cargo. The only viable option is to submit. But when I do that - I'm getting pulled back to the attacker's position. Meaning that if I manage to outmanoeuvre them and get back into Super Cruise, now I have to cover the distance to the station again. This makes it extremely easy for another interdiction, and even if I mange to submit and get back into SC a few times in a row, I keep getting chain-interdicted and after 5th - 6th time it becomes just an annoyance.
It feels like I'm being punished for being a better pilot than my attackers.
You could say - oh but they get bounties on their heads, so maybe get other players to hunt them down. Unfortunately, the player bounties are capped at 2 million, so even if they have a 100 mil bounty on them, once a player bounty hunter destroys them, they only get 2 million. This is extremely discouraging to player BH, just a waste of time really considering that you can make MUCH MORE just by doing PVE BH.
This cap was introduced long time ago, when Credits were not as easy to make (quite the opposite in fact), and the players would deliberately get large bounties and them let their friend destroy them to get rich quick. Again, due to easy way to make billions nowadays, this cap is 100% obsolete and not needed anymore.
Also related to that is the fact that I can't really reward my friendly bounty hunters for helping me out and being my bodyguards. What do they get out of it? I potentially get a better chance of competing in the Community Goal, but what's in it for them? 2 million Cr per ganker kill. LOL.
These are the prime examples of how the game favours the aggressor rather than the victim, how it discourages player bounty hunting and how it makes the punishment rather meaningless.
PROPOSED CHANGES
What could be done to make it a bit better? Below are some of the proposals we came up together (remember I said it's been discussed with a lot of people, some of which were also gankers!)
- Remove the 2 million bounty cap for player bounty hunting. If a player has 100 million bounty - that's how much the bounty hunter should get!
- Increase player bounties greatly. With the cap removed, make it actually worthwhile for the player bounty hunters to engage with Wanted players.
- Make escaping player interdictions easier.
- Make the aggressor being pulled to the victim after the successful and/or submitted interdiction, rather than the other way around. This will mean that the reward for my better piloting skills is the better chance to get to my destination if I manage to escape back into Super Cruise.
- Multiply the victims' rebuy cost being added to the criminal's rebuy after they destroy a ship. Make it scalable with the current Credits value in the economy.
- From certain level of Notoriety (5 and above?) make the criminal get only the stock ship back, losing their engineered modules. Alternatively make them retrieveable after specific amount of time only (24/48 hours?)
- Increase the police response in High and Medium Security systems. Low Sec and Anarchy should be fairly safe for criminals, but Med and High should really make them think twice before they decide to destroy another player's ship.
- Introduce more reasons to be a criminal that don't involve mindless ganking.
All in all, I think it is fair to say the C&P is no longer fit for purpose and even if you disagree with some of the proposals above, it definitely requires another look and changes to fit the current game reality better.
Lastly - a polite reminder that it's just my opinion and it's OK to have a different one. Also, keep it civil and if you want to discuss Open vs Solo - go to the thread linked at the top of this post.
So - what do you guys think? I'd love to hear your thoughts!
But why would someone give up their CG reward to escort someone else? Bearing in mind the original comment was in reference to trade CGs.
In Star Citizen? I don’t think so.
Of course, it wouldn’t be a fun game if you were constantly murdered by NPCs.
But due to the way all games are made a real person is always going to be better.
It’s literally only a barrier to entering Shinrarta Dezhra. It may be important for some people, but it doesn’t limit their gameplay.
Plus, you get the bounty for destroying their ship, not their person. Same with CMDRs.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.
I think the point, as made by others further up, is that frontier design the NPCs to have a certain ‘reasonable’ level of skill, but they could, if frontier so desired, be unbeatable. I remember a comment years ago by frontier where they said that ii isn’t difficult to make a skilled npc, but it is difficult to give it the right skill to be a satisfying opponent for an average player.I mean, how do I answer that? You’re simply wrong. NPCs are programmed to be beatable by players, therefore a good player is always going to be a harder opponent.
If you two want to have a private conversation, there are other places, until then we are all entitled to comment, at the risk of confusion ;-)Yeah, I get that. But the conversation you’re wading into is in response to my comment:
Wasn’t it?As long as it's civilised![]()
It was indeed my good sir!Wasn’t it?