PROBLEMS:
I was trying to think of some easy ideas that may help address these problems. I see frequent complaints in these areas that follow with complicated suggestions that are often either illogical, would have negative side effects (easily abused), or are just too intensive for developing clean and efficient coding.
One of the major concerns surrounding bounties appears to be that FDev does not want to introduce methods for players to hand each other cash. They seem to want each player's progression to be their own, which I am fine with, but ultimately leads to lack in development for large pvp driven bounties.
As an alternative, we may be able to introduce a crime and punishment system that adds an additional layer to the insurance system. To explain this, I need to define murder as the killing of an unwanted commanders who are not aligned with a power while in systems with security.
INSURANCE IN SECURE SYSTEMS:
The consequence of these changes will be a large reduction in pointless pvp against unwanting participants, so I thought of an idea to help relieve any possible reduction of PvP activity as a result.
POWERPLAY INSURANCE:
I would expect that with the above changes, the incentive to combat log would be greatly reduced. Imagine a cargo hauler who has an expensive ship and is being attacked by a murderer. This hauler now knows that if he dies, the offender will be losing more than the hauler. They now must make a choice, combat log to save their ship, or let the murder happen which punishes the murderer more than the victim.
At this point, it would be more reasonable to implement (if possible) an inability for players to log out in order to prevent death by other players to maintain fairness in PvP. It may also encourage players to join the open universe who otherwise would have stayed in solo for fear of significant loss.
- Combat logging frustrates PvPers
- No justice against murderers
- Less freedom for PvP
I was trying to think of some easy ideas that may help address these problems. I see frequent complaints in these areas that follow with complicated suggestions that are often either illogical, would have negative side effects (easily abused), or are just too intensive for developing clean and efficient coding.
One of the major concerns surrounding bounties appears to be that FDev does not want to introduce methods for players to hand each other cash. They seem to want each player's progression to be their own, which I am fine with, but ultimately leads to lack in development for large pvp driven bounties.
As an alternative, we may be able to introduce a crime and punishment system that adds an additional layer to the insurance system. To explain this, I need to define murder as the killing of an unwanted commanders who are not aligned with a power while in systems with security.
INSURANCE IN SECURE SYSTEMS:
- The murdered pilot pays 2.5% of their ship's value in the form of a co-payment instead of 10%.
- 7.5% of the ship's value is sent as a bill to the murderer's insurance.
- The murderer has the option to pay this off through a station contacts menu in a system with security. Otherwise it will be added to their rebuy screen.
- Each murder offense comes with a murder flag that lasts for 2 weeks.
- If the murderer has more than 2 flags, an additional 1% of the murderer's total assets per additional flag (function = (N-2)%) will be added per murder. This is to inhibit murder sprees from rich commanders.
The consequence of these changes will be a large reduction in pointless pvp against unwanting participants, so I thought of an idea to help relieve any possible reduction of PvP activity as a result.
POWERPLAY INSURANCE:
- When a commander dies to another commander or powerplay NPC and both are aligned to powerplay factions, those factions will provide alternative insurance coverage that reduces insurance costs to 1% in an effort to promote their own expansion.
- This coverage would apply to any security level, including none.
- If they die while being wanted in a secure system, only the standard insurance will cover them.
I would expect that with the above changes, the incentive to combat log would be greatly reduced. Imagine a cargo hauler who has an expensive ship and is being attacked by a murderer. This hauler now knows that if he dies, the offender will be losing more than the hauler. They now must make a choice, combat log to save their ship, or let the murder happen which punishes the murderer more than the victim.
At this point, it would be more reasonable to implement (if possible) an inability for players to log out in order to prevent death by other players to maintain fairness in PvP. It may also encourage players to join the open universe who otherwise would have stayed in solo for fear of significant loss.