Crime & Punishment

Yes please. Instead of giving a joke of a bounty, make it the insurance value of the destroyed ship. And on being caught/shot, pay the CMDRs their insurances or parts of it back... with money from the criminals account. The bounty hunter gets 10% of the total value. Would also add meaning to work as a bounty hunter and make it a job honored by other players.
 
The bounty value for murder is hilarious,
though it fits the idea of feds however, being overly protective of
possession not life.

There are no real drawbacks however to having bounties,
as long as you can stand up to Elite NPCs and system patrols.
You currently have to rack up a lot of infractions to turn hostile towards a single
faction in a system (and their expansion area).

Freelancer was better in this aspect, they made the reputation progress really fast up and down,
but allowed you to go into hiding and have your record cleaned.
Being hostile with a faction is unforgiving however, as there are no means
apart from shooting ships hostile to them, to up a bit on the rep, afaik.

In my case i had to hide for 2 months real time to be even given the chance of redeeming.
I suggested this a long time ago:

Have a player be "shadow flagged" as a member of a faction he has the highest rep in,
thus treat player death and assault of that player as you would simulate "interaction" with an NPC in the faction,
working the BGS and allowing PvP to affect BGS directly.
 
Last edited:
I've been wailing about this for years. FDEV seems content in giving players tens of millions for a few hours of game time, so they can buy ships worth hundreds of millions, so they can gank FDEV employees at important events.

Eeehh, what do I know? It's their game.
 

Yaffle

Volunteer Moderator
Quite simply there is no crime and punishment at the moment. The 'penalty' for crime is negligible, unless you are bad at parking, then it's a lethal response. Fur murder, well it's a tiny fine.

I think I'd rather have something like:

In order to dock you need to be neutral or above with the faction controlling the station/port.
If you commit crime, then your rep with system factions falls/rises depending upon whom the crime was committed. So, you hit an NPC affiliated to System Gold Inc then System Gold Inc issues a bounty to be paid from your own assets and drops your rep. Same with killing a player. (both instances are where a bounty would be given now for murder). Rep drops proportionately with the victim's status with factions.

So victim is allied -> huge rep drop
Victim is neutral -> tiny rep drop (just factions in system)
Victim is hated -> huge rep gain

This applies to all factions with whom the victim has a non-neutral status. Neutral status is just the system where the crime happened.

Now, this forces some form of consequence. The more murder the lower your rep. The lower your rep the more likely you will be scanned, and crucially docking privileges are revoked. The more systems you do this in the fewer places you can dock. Your actions start to limit your game.

To get rep back you'll need to find faction missions where you can still dock. If that's not possible, well tough. Should have thought about that earlier.

Of course, if you decide to go on a murder spree to help 'Pirates of Penzance' you'll end up allied to them.

When a bounty is set your insurance is void, so the full cost of the ship will need to be paid upon destruction. The cost of the ship is also part of the bounty, so it's whatever the credit bounty is, plus the ship's rebuy in the state it was when the bounty was incurred. Swapping to a sidewinder won't help you.

So, no suicidewinder to help you. Game becomes increasingly limited.

When bounty is collected the bounty hunter gets the bounty, the issuing faction gets the cost of your ship. Cost of ship is just once, for the highest cost when a murder is committed (avoids first attack in a cheap ship). So no 'mate kills me, gets bounty, we all win'.

Also, force you into open and show you on the galaxy map via the bounty board.
 
Quite simply there is no crime and punishment at the moment. The 'penalty' for crime is negligible, unless you are bad at parking, then it's a lethal response. Fur murder, well it's a tiny fine.

I think I'd rather have something like:

In order to dock you need to be neutral or above with the faction controlling the station/port.
If you commit crime, then your rep with system factions falls/rises depending upon whom the crime was committed. So, you hit an NPC affiliated to System Gold Inc then System Gold Inc issues a bounty to be paid from your own assets and drops your rep. Same with killing a player. (both instances are where a bounty would be given now for murder). Rep drops proportionately with the victim's status with factions.

So victim is allied -> huge rep drop
Victim is neutral -> tiny rep drop (just factions in system)
Victim is hated -> huge rep gain

This applies to all factions with whom the victim has a non-neutral status. Neutral status is just the system where the crime happened.

Now, this forces some form of consequence. The more murder the lower your rep. The lower your rep the more likely you will be scanned, and crucially docking privileges are revoked. The more systems you do this in the fewer places you can dock. Your actions start to limit your game.

To get rep back you'll need to find faction missions where you can still dock. If that's not possible, well tough. Should have thought about that earlier.

Of course, if you decide to go on a murder spree to help 'Pirates of Penzance' you'll end up allied to them.

When a bounty is set your insurance is void, so the full cost of the ship will need to be paid upon destruction. The cost of the ship is also part of the bounty, so it's whatever the credit bounty is, plus the ship's rebuy in the state it was when the bounty was incurred. Swapping to a sidewinder won't help you.

So, no suicidewinder to help you. Game becomes increasingly limited.

When bounty is collected the bounty hunter gets the bounty, the issuing faction gets the cost of your ship. Cost of ship is just once, for the highest cost when a murder is committed (avoids first attack in a cheap ship). So no 'mate kills me, gets bounty, we all win'.

Also, force you into open and show you on the galaxy map via the bounty board.

Sensible ideas, but where is the benefit in being a psycopath?
Why not add a "dread value" so NPCs know your name and run in fear,
without that addon it just is a downside, there is no gain in being evil.
 
Which raises an interesting question - should there be any benefit in being a psychopath in the game?

Why not? I can imagine some engineers being bitter beings,
as they were wronged by some people and wish that you
carry out their vengeance for them.

Assassins also would qualify to be impacted by C&P and that is a key way of playing,
look at missions. The galaxy has need for those types;)
 
Why not simply make a sort of PvP choice like in other game ?

- CMDR can only Kill CMDR with this mode ON
- You can destroy module even if the mode of he CMDR is OFF (To allow Piracy [But after a moment without taking any CMDR fire => your module goes back full life = No repair cost, No trouble to move after the human interdiction])
- Mode can be turn off only after one Week (Like the PP you can change mode after one cycle)
- You can only play in Open will your mode is ON
- if you attack a player with PvP ON : your PvP mode goes ON (Fine automaticly disable if your are PvP ON)

Simple and stop bad beahavior in a better way than some <No need> bounties :)
IA aren't impact by this flag.

If you play in open with this sort of flag you will have less chance to be kill than if you play in Solo/GP mode with dum AI :)
 
Last edited by a moderator:

Robert Maynard

Volunteer Moderator
Why not? I can imagine some engineers being bitter beings,
as they were wronged by some people and wish that you
carry out their vengeance for them.

Assassins also would qualify to be impacted by C&P and that is a key way of playing,
look at missions. The galaxy has need for those types;)

Engineers don't kill CMDRs.

Assassins are hired killers - very probably not psychopaths (if they want to sty in business for any length of time).
 

Robert Maynard

Volunteer Moderator
If the aim is for balanced and compelling play-styles, then yes, there should be.

What proportion of the player-base should be able to be psychopaths for the game to be balanced?

Society usually tries to remove their freedoms to reduce their impact on the rest of the population.
 

Robert Maynard

Volunteer Moderator
Might be true, but where is the difference in C&P simulation between a hired blade and a psychopath?
How would you meter the psychosis?

Missions. Just killing another for no in-game reason would increase the psychopathometer. Taking assassination missions would probably not (or if it did it could do so at a much reduced rate).
 
Last edited:
I'd like to see differences in different systems. So if you attack a clean (no bounty) player in Achenar, or Sol for example, then there should be a swift response of system security - 3 elite anacondas maybe. If you kill a player then you should become kill on sight in that faction's systems. Other sanctions could be added.

However, if you are in an anarchy system then anything goes. They could also make the "buy" prices much higher in anarchy systems to reflect the danger of trading there. Maybe also add in some pirate bases for players who are no longer able to dock in Alliance, Fed or Imp space.
 
Back
Top Bottom