Crime & punishment system works for PvE only (research/analysis thread)

This thread is in no way designed to tell people how they should play nor does it condone or not condone ganking, piracy and murder, or say someone should not engage in PvP activity and play the way they want. Though my conclusion does pose some questions about game mechanics.

Greetings Commanders,

Having already discussed here on and off for a few years I wanted to look at the crime and punishment system in depth and discuss if it's effective. I decided to do some testing on my 3rd Elite account and in total built up around 40-50 hours play time. I have come to conclusion that the crime and punishment system is fairly well integrated for PvE based activities only and in terms of PvP players are offered little or no protection and the punishments just don't fit the crimes. Being a PvP criminal has no major draw back! For the purpose of the test I built a new save levelled up combat rank gained friendly reputation with Federation and Empire. I did do some trading, bounty hunting and missions to create an "average commander save" I was able to fit out an A rated Cobra Python with some grade 1 to 3 engineering.



PvE Analysis

In my semi engineered Python I engaged in some illegal PvE activity in several systems with HIGH and MEDIUM security aligned with several POWERS and MINOR FACTIONS.

I smuggled and got caught on purpose, I took missions that meant killing targets who were not wanted and I occasionally randomly attacked NPC trade ships or discharged weapons at a station... I even dumped cargo in the mail slot of a station. Very quickly my crime record and galactic fines increased however for a number of hours I could still go about my business with the odd interdiction and scan however in my mid to late game engineered ship I was never really challenged. More just minor inconveniences and frustrations through being sent to detention centres, fines and warnings. I found the biggest drain being rep and unable to take certain missions. I did encounter other players during this period and one or two did try and come after me due to my WANTED status. I hung around the Federation, Empire and Alliance capital and systems in those areas.

In HIGH and MEDIUM systems as my crime record climbed I became unfriendly with the Federation and Empire and was eventually denied access to dock and was seen as a RED target enemy. Though this in no way hindered my ability to see other players, engage with them or attack them (I'll get onto this in the PvP bit).

I was often scanned by police or hunted by NPC bounty hunters. ATR were sometimes involved but to be honest you can always out run them or hold your own. I was still able to travel in these systems but I found generally at notoriety 5 or above things became a challenge. I was eventually forced to use Independent systems for outfitting and repairs.

I consider myself an average to higher skilled combat pilot.

In order to clean my record and drop notoriety I would say it took me 15-20 hours before the Feds and Empire would let me dock again. Repairing rep was simple it was the notoriety tick that was more of a pain. It took around 3-4 hours game play to completely trash myself originally. The financial impact was next to nothing as I could easily trade, mine or take missions in non Fed or Empire systems to make money back. It was more the inconvenience of being unable to dock or getting hunted that caused me issues. I would say however in LOW security systems it took longer for the police/authority to be dangerous enough that I had to retreat a lot. This kind of makes sense.

Crime and punishment doesn't really stop you playing the game nor does it open up any new avenues of play. It would be nice to be offered more smuggling, illegal missions or perhaps get an invite to a locked system for being a bad guy. Frontier could you create a permit locked mafia/crime syndicate based system open to players who have gained 10 notoriety?

PvP Analysis


I think I upset a few people :-D (I am sorry to anyone who I attacked in game)

I decided to find a trade route for my first test used by other commanders in OPEN. Alpha Centauri became my choice of location sorry Hutton Orbital Truckers! Police and authority ships only became a problem in big numbers but I never ever had any problem entering Alpha Alpha Centauri and nothing stopped me as a notoriety WANTED 10 criminal from pulling traders out of supercruise. Seems odd really I'm a huge WANTED criminal but I can still interdict and pew pew people to death... oh well.

Next I camped engineer bases as I've been assault a number of times here myself... I already had a crime record and notoriety at this point that was sustained due to my trade route ganking. I wanted to see if having this status would stop me being able to gank/pirate CMDRs. I picked 2 engineer bases that I thought players would go to most often in OPEN. I hovered around without my weapons deployed and was easily able to avoid NPC scans I don't think many players paid much attention to me even though I was clearly a bad guy. Even with NPC ships flying around I was easily able to engage and shoot other players. I had time to scan people, deploy weapons and open up before anyone could do anything. In a Python most people were able to react but only half I'd say would have stood a chance to fight back, one guy in an explorer ASP literally melted in seconds. Had I been in an FDL for example with engineered heat guns pretty much everyone would be dead before they could do anything.

Just for information I never murdered anyone and left people once hull reached 10% or below. I did message to say I was conducting PvP/PvE crime tests but most people were too angry and I got a lot of swearing from one CMDR... sorry! One guy did fight back and destroyed me he must have enjoyed that bounty. What I did find interesting is even though I had a WANTED rating most players just ignored me and only one or two logged out (not combat log they went before I opened fire)... I guess they went into solo upon seeing me as they dropped into the instance I scanned them then they disappeared.

What we can take from this is there is little to no security or protection at engineer bases. Supercruise is fine BUT I still think HIGH security systems need instant spawning NPC's or some mechanic to give lowvie and newbie commanders a chance. I've no issue with interdiction and crime against players being easier in different security level systems. All HIGH, MEDIUM and LOW means is the number of ships in my opinion this doesn't factor time of response, type of response or anything else.

No matter your crime status and previous record you can literally kill anyone you want unless they are paying huge attention to the scanner or playing in PRIVATE or SOLO. Most players have no chance at all if you're in an engineered ship. Skill cap only matters when you are able to fight back. I'd like to add at no time did any NPC manage to destroy me and the financial aspects of fines and bounties didn't stop me.

I repeated the same tests in a number of systems with various security. I flew around with high notoriety interdicted CMDRs in trade ships and again engaged them and took them down to 10% hull. The response time in supercruise/normal space of NPC's is just too slow to protect anyone.

What do I think "could" be done

This is going to cause a lot of debate but I want Frontier to look at this properly.

1. I personally think engineer bases should be shielded and when you enter a zone all weapons are disabled.

2. In High Security and Medium Security systems NPC's should spawn instantly if you interdict or attack a player. I see high security systems as being like a fortress! There should be a risk reward thing for PvP acts here... maybe the introduction of a mafia/pirate minor faction or system where bad guys can be rewarded for being bad guys but it's permit locked until you are evil enough. At the same time trading in dangerous systems should be more rewarding because NPC's and players can target you.

3. PvP should be easier in anarchy, lawless, low security and those sorts of systems this would actually mean a varying degree of security ratings.

4. CMDRs that are pirates, gankers and murderer should eventually have a marker colour placed on them on the scanner maybe orange or brown. My big issue is you could murder hundreds of players but fly around in a clean ship. Sure you can have a clean record, changed ship or pay fines off but it's far too easy for you to go under the radar.

5. Rebuys for PvP kills should be re-balanced... if getting killed by a player results in a negative balance or being unable to buy back a ship this needs to be adjusted.

I really like the idea of Frontier creating a permit locked crime system for pirates, badbuys and PvPers with criminal records. This system could be locked until you get a notoriety of 10. Once there you get access to crime only missions. For example the black market there could pay extra prices for goods you've nicked from fellow commanders or maybe give high tier materials for player kills you hand in. I think this has a lot of potential but at the same time newbies and lowbies need protection in certain areas. I'm not advocating the removal of PvP I'm just saying balance in certain areas and lets try and get people back in OPEN.
 
How do we get to a living breathing galaxy, where CMDRs and NPCs act like real members of that living breathing galaxy, with rewards and consequences that match their actions ?

"Well mate, I wouldnt start from here"
 
I dont say it's bad ideas. I just say it doesnt work because the very core design is flawed. Dont put coop and pvp players in one bucket.

That's not the issue plenty of games have PvP and PvE together.. though some do have a dedicated PvP mode. Elite's Arena is mostly dead which is shame be nice to import your own ship into Arena and have arena as holo in main game.
 
Here's what I would like to see:

High Security Systems
More security ships flying around. If you get interdicted and either submit or lose the tug-of-war, they show up to fight the one who has interdicted you.
if you're friendly or allied with them, however (ie their ships are green on your radar), when you start that tug-of-war, the security ships interdict the one trying to interdict you, so your tug-of-war mini game stops, and the interdictor then has to fight a tug-of-war with the security ships, and because they never travel alone, the difficulty should be harder for the interdictor, than for you.
If you have a fine, you have restricted services when you dock. If you have a bounty, you can't even dock.

Medium Security System
Not as many security ships flying around, you might get saved from a tug-of-war mini-game, you might not.

Low Security Systems
You're on your own, I mean, you chose to fly into or through this system.
You're more likely to find pirates and black market traders here.
If you are a pirate or a criminal, this is where you'll probably be.
No restriction on docking or services, many stations aren't even part of the Pilot's Federation (I never understood that with pirate outposts).
Good luck, Commander 07

Not very detailed, but I hope you get the idea.
 
I have two views on this whole C&P shenanigans

1) Meta view
The game has a certain set of rules which are incompatible with what a varying degree of players love or hate.
Players for example would like to have a distinction between systems, with a varying Degree of safety. Shinrarta as capital of the PF should make it basically impossible to
let players gank players. Engineer bases should fire on people ganking in their air(less) space.
Also some want consequences for actions (but best only for actions against them, not for actions they do themselves).
This view is understandable, but for every rule that adds something to a playstyle, it takes away from another playstyle.
I have my own preferences (higher C&P punishment, higher distinction between safety zones, reduced impact on BGS for any other mode then open),
but will play with whatever FD gives me to play with until I lose interest.

2) Grimdark view
I call it this way because with the current lore, one could see the not-acting of the Pilots Federation on things like ganking in their very own home system as a
way to weed out the bad from the good. Basically a survival-of-the-fittest politics. Pretty grimdark :ROFLMAO:


Lets face it: I bet 99.9 percent of each one of us would never ever ever fly a ship with less then the maximum defensive equipment possible in "real space life".
Simply because the consequence of making a mistake is death. Why people skip this realistic way of interacting with the game world I will never understand.

To the OP: you raise some valid points, can't wait for people to scream it down or cry bloody wolf (not you @Wargfoot)
 
I think it would be helpful for the developer to clearly define the intent of different zones.
They could start by clearly defining the intent/purpose/expectations of each of the different security levels.

For example, I expected 'High Security' to mean that I'd be relatively safe when in reality 'High Security' means 'very active'.

Also, new players should be taught up front that a station isn't safe and that bases aren't safe. It completely throws people off when they can be atomized for a 200cr. fine one moment and then be outright murdered in a base by a another player - who then escapes with little or no consequence. The crime and punishment system in this game sends mixed messages at best. Clarity there would go along way towards tempering people's expectations so they're not surprised.
 

Deleted member 38366

D
IMHO there's a few key components entirely missing from C&P :

- Deterrent (the need to think twice before engaging in - any - illegal activities, due to known difficulties and risks)

Currently entirely Missing.
At worst a few Credits (which due to the Mining Hyperinflation has become a total non-issue, but honestly due to previous Gold rushes arguably was a non-issue already before the Void Opal rush).

My vision : captured Criminals sent to a Detention Center - but not to simply get back their Ships after paying some Credits.
Instead, a factor based on conducted Crimes and Notoriety sends them Mining in a distant hellhole in a lousy Ship with inability to leave the System. Mine xxx tons of Bauxite in solitude and monitored only by System Authority Vessels giving off suitable/snarky remarks about their prisoner to regain freedom.

How's that for a deterrent? The prospect to mine several hours in a lousy Ship and a lousy location with long travel times. Still playing the Game but working off the consequences of their actions. Lots of time to think about whether that was worth it - but still playing the Game.

- Deny/Disrupt/Destroy

System Authority after arrival currently a joke. Hopelessly obsolete V1.0 Meta Ships.
Needs to be : upto multiple potent Wings of Engineered Ships. A force to be reckoned with and a game-changer for the local instance.
Quality and Quantity calculated as by : System Security level, Notoriety and if other Player involved Reputation of victim.
Notably, "special" Systems need to stand out. Trying to conduct a murder crime in a HighSec Permit System like Shinrarta Dezhra should be nothing less than "suicide by cop".

Additionally, in SuperCruise (again depending on System Security level and Notoriety) already, HunterKiller teams and (HighSec/Permit Systems) SpecOps should be inbound any heavily Wanted Criminal all the time. Manhunt.
For Notorious Criminals, this should almost entirely disrupt all Murder attempts before they can happen. Cops already on the way and the longer the Criminal attempts to stay inside the System, the more Cops arrive.

On top, just leaving the System at some point (i.e. Notoriety >5) shouldn't be the "made it, fixed my problem". Hunter Killer teams must continue to Harass and hunt down Notorious Criminals over increasing Ranges, forcing them to either put some more distance in or keep fighting down the Threat. Key thing being here : it must keep them busy and affect them close to the Systems where they conducted Crime sprees.

- LimFac and Solution : PvE Combat Logging

Currently still the "EZ way out", re-logging after a * cough * "Connection loss" while in an Instance with Cops/SpecOps must result in logging back in and... the fight with all NPCs present continuing right away.
It's been erroneously stated that "there's no controlling Instance that can monitor/control this" - which is simply due to lazy design.
Any combat of PvE Authority vs. a Player should record basic Telemetry on the Servers (= a Telemetry event). Should the instance be terminated abnormally (combat log), the saved Data will be used to repopulate this very Instance when that Player logs back in. Easy to do, one just has to do it and occasionally temporarily storing some variables won't kill any Servers.

- Wanted Ships and Modules.... total nonsense

Nothing needs to be said about it. CMDRs conduct crimes, not their Ships or parts of their Ship equipment ( ROFL how bizarre is that? ). The ridiculous and overbloated nature of the current fake pseudo C&P System was torn to shreds already the day it was presented in the Forums - for good reasons.

Solution : ditch the nonsense and make Crimes stick where they belong - the CMDR. Permanently.

- to Permit or not to Permit, to Rank or not to Rank

Currently permit-issuing Systems/Factions or Rank-issuing Navies have absolutely no issue housing or even ranking up murder Hobos, even if they're listed in their very own Top 5 Bounty Boards.
= utter nonsense

Solution to this nonsense :
  • Permits shall be revoked once a certain Notoriety is crossed
  • Naval Ranks and Progression shall be demoted/revoked as per intensity of the Crime (means you won't be a Corvette-flying Killer in Federation space for long, nor a Cutter-flying killer running on crime sprees in Imperial Space)
- Engineer space

Currently Engineers don't seem to care one bit about Criminals, on top their Bases are next to undefended.

Solution :
  • increase NFZ to a minimum of 10km and have the Bases crawled with ATR-style Vessels, who remember you and will attack known Criminals on sight immediately.
  • Engineers and those that are part of an Engineers Referral chain shall all make the Player lose respective Engineer Reputation for all affected Engineers - upto and incl. losing access to them for a longer time.
(there's your typical base-hugging Deciat Gankers being unable to even approach Farseer anymore; all of them would be KOS within a considerable Range of the Engineer - oh and obviously no more G5 FSD Upgrades for these)

---------------------------------------------------
TL : DR
Put logical price tags and risk onto certain actions, that can act as powerful and consistent deterrent, including special locations and their role in the Galaxy.

Waste of time typing this though, since FDev loves Griefers/Gankers. Always have. It's the core problem, the reason the Game is contaminated with this Player archetype - and that love had been designed into every single iteration of fake pseudo C&P we've ever seen. Unsurprisingly, every single C&P iteration utterly failed to perform for this very reason.

But in a nutshell, that's how it's done if you want to save your flawed Primary MultiPlayer Mode from tanking the entire Game and killing off Player retention - eventually resulting in severe revenue loss.

But as an illogical Arcade Shoot-em-up title taking place in a weirdo future, one could keep things exactly as they are today.
As said though, that comes with a heavy price tag elsewhere.
 
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I'm all for changes to C&P, especially more credible consequences, but the OP's suggestions are generally not that.

2. In High Security and Medium Security systems NPC's should spawn instantly if you interdict or attack a player.

I'd vastly prefer if NPCs played by the same rules as CMDRs. No spawns, at all, except at starports, from pads. They then have to actually travel and patrol, using interdictions and low-wakes like everyone else. They should be far more proactive than they are now, pulling suspected criminals, investigating as many low-wakes as they can given their available ships, and actively hounding known malefactors from system to system, passing on warning to stations and settlements, throughout their jurisdictions.

Being a criminal in any place with security should not be easy, but it should not involve space cops magically appearing to save every fool through some deus ex machina moment.

5. Rebuys for PvP kills should be re-balanced... if getting killed by a player results in a negative balance or being unable to buy back a ship this needs to be adjusted.

If someone is reduced to a negative balance or cannot rebuy their ship, that is entirely on them. The game cannot, or at least should not, scale it's difficulty to the ineptitude of the players/CMDRs involved.

lets try and get people back in OPEN.

Plenty of people in Open and those who cannot abide the conditions of the Open we have do have other options.

Because in real life your chances to be killed whlist you drive is a WAY lesser. And in real life your killer will be jailed.
Of course, I do not know it right, maybe everyday you go to your office in the tank with anti-nuke defence on it...

False equivalence. Essentially no where in space in the Elite setting is the equivalent of your morning commute through a stable polity of a densely populated terrestrial planet. Even in these places and scenarios, justice is neither assured, nor is it instantaneous. People aren't running you down because of the deterrent effect of possble consequences, not because of police that see all and will teleport into their passenger seat, weapons in hand and stop them before they have a chance to act.
 
Pretty obvious: Because it's a game. You know what a game is, do you?
I don't understand this provoking attitude...
Let me fix it for you:
Pretty obvious: Because it's a game. You know what a game is, do you? And a game is a personal experience

Anyway I don't equip my ship with defence systems because I pretend I play Elite: Harmless, so a Universe that don't try to gank and kill me at every jump :p
 
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