Certain frontier systems can become labeled "dangerous" on the galaxy map.
dangerous systems are generated by BGS triggers.
Trigger 1: when an anarchy faction gains beyond a certain trigger of control % in a system and the majority of systems (+50%) within 10ly radius that are populated are also anarchy, that system becomes "dangerous". If there are no systems within 10ly then just the % control being above the trigger is enough.
Dangerous systems remain dangerous for as long as the trigger is true.
A dangerous system is noted on the galaxy map.
Behavioral differences with Dangerous systems:
All player ships are interdicted within dangerous systems. Avoiding or escaping an interdiction, leads to subsequent interdictions attempts immediately after.
Dangerous state cannot exist in systems that are powerplay control systems. They also cannot exist in systems that are controlled by permit.
They can be applied to engineer systems unless the above two situations exist.
Within an accepted mission:
There are 3 waves with a short intermission between them and they get progressively harder. Each wave drops progressively better materials / commodities that you can pick up.
The rewards are scaled to difficulty of the waves by factoring in total number of ships destroyed and how damaged your ship is at the end and the mission difficulty factor (this number is associated with the type of ships involved and combat ranking).
Winning this mission gets you a 5 minute reprieve where you can spend that time docking at a station, repairing and re-arming. Stations within dangerous systems do not offer missions. The markets offer higher values and higher demands for goods on the commodity board, but you cannot jump carriers into the systems - they are too dangerous and deemed off limits for carriers.
Carriers not allowed in dangerous systems:
When a carriers is inside a system that becomes "Dangerous", they immediately jump to the nearest non-dangerous system during the offline time that determination is made in the servers.
Timers :
Everytime you dock / disconnect / change modes - the "last interdiction" timer resets.
The "difficulty timer" is persistent and keeps track within a system until you die or until the system state changes for a given system. Meaning each subsequent mission accepted after an interdiction is harder than the last for a player until that player dies or the system stops being dangerous for a given system. If multiple players are in the same instance, the difficulty is based on the player who is at the highest difficulty tier in the wing or MC configuration. A player who attempts to enter another's instance but isn't in a wing or multi-crew configuration with that player because they tried dropping into their wake will get shunted to their own instance. A player who parts a wing in the middle of a mission will be treated as if they were still in the wing by the npcs but not get any reward from the completion of the mission if the originator survives, and if the originator dies, the waves will not continue if all existing npcs are killed by the surviving player(s).
if a player leaves the instance in between waves or during the mission, the reward is forfeit and the next time they get interdicted in that system the difficulty will have incremented.
The rewards:
Each wave (there are 3) of enemies drops materials and commodities that a player can choose to pick up that are based on the difficulty level of the wave. There is 1 min between each wave.
After the final wave the initial interdictor guy will give you your mission reward. This reward keep scaling up indefinitely. However so does the difficulty of the waves.
The waves start out easy with mediocre ranking ships in small quantities, for decent final reward. Each subsequent wave my add more ships or better equipped ships within a combat ranking
The next mission in that system a player would experience would include higher ranking ships or more ships once elite ranking enemies are achieved. The difficulty is further increased by putting those opponents in wings ....and then finally having multiple wings. This way the difficulty is adjusted via multiple methods for progressive scaling and a wide variation to ensure no two interdictions are the same. Dying resets to base difficulty and reward.
Rewards are in credits and materials, (on top of the materials and such you acquire from the destroyed ships). Incredible rewards can be had for players skilled enough to survive such gauntlet missions in the higher difficulties (3rd+ tiers). There is no ceiling, the rewards will scale as a multiple of the difficulty linearly. This will invite cheaters for sure, but these will be highly visible missions for fdev to easily monitor player activity.
Players can acquire hundreds of millions of credits in a given gauntlet mission in advanced difficulties. However those would be exceedingly hard and brutal to survive. There is no upper limit to the rewards and difficulty of ships. But the tiers will become ridiculously impossible to win.
Further thoughts:
Succeeding in in these missions helps the controlling faction, which helps in expansion of the controlling anarchy faction ..which helps setup the situation that allows this dangerous system state to persist. Failing doesn't hurt it. This means, players active in these systems helps keep them around.
Systems unwanted by the playerbase can be undermined by not participating within the dangerous system and instead flipping the surrounding systems to not be anarchy.
If there are no surrounding systems, then the best way to make a dangerous system not dangerous is to suffer the interdictions but not take the missions (you will get repeatedly interdicted) and to take missions from the other factions in the system or kill authority ships. Once the control % drops below the trigger, the system will no longer be dangerous.
tldr: Add BGS controlled system state that turns a system into a gauntlet battle system that scales infinitely in difficulty the more you succeed in it with a progressively scaling reward.
dangerous systems are generated by BGS triggers.
Trigger 1: when an anarchy faction gains beyond a certain trigger of control % in a system and the majority of systems (+50%) within 10ly radius that are populated are also anarchy, that system becomes "dangerous". If there are no systems within 10ly then just the % control being above the trigger is enough.
Dangerous systems remain dangerous for as long as the trigger is true.
A dangerous system is noted on the galaxy map.
Behavioral differences with Dangerous systems:
All player ships are interdicted within dangerous systems. Avoiding or escaping an interdiction, leads to subsequent interdictions attempts immediately after.
Interdictions that succeed (you are interdicted) or that you give up fighting are different from normal interdictions.
The interdictor offers you a mission (This is a gauntlet type mission). You survive his crew and he'll give you a reward, you fail, you die. The more players in the instance (mc or wing) the more ships involved in the waves. The interdictor will leave if you accept and the first wave of enemy ships will jump in ...if you decline the mission, the interdictor will use his formidable ship to try and kill you.
If you beat the interdictor, you will simply be interdicted immediately upon entering supercruise, and the next interdictor will be the next difficulty level above the last. The cycle will repeat at the next difficulty level.
Dangerous state cannot exist in systems that are powerplay control systems. They also cannot exist in systems that are controlled by permit.
They can be applied to engineer systems unless the above two situations exist.
Within an accepted mission:
There are 3 waves with a short intermission between them and they get progressively harder. Each wave drops progressively better materials / commodities that you can pick up.
The rewards are scaled to difficulty of the waves by factoring in total number of ships destroyed and how damaged your ship is at the end and the mission difficulty factor (this number is associated with the type of ships involved and combat ranking).
Winning this mission gets you a 5 minute reprieve where you can spend that time docking at a station, repairing and re-arming. Stations within dangerous systems do not offer missions. The markets offer higher values and higher demands for goods on the commodity board, but you cannot jump carriers into the systems - they are too dangerous and deemed off limits for carriers.
Carriers not allowed in dangerous systems:
When a carriers is inside a system that becomes "Dangerous", they immediately jump to the nearest non-dangerous system during the offline time that determination is made in the servers.
Timers :
Everytime you dock / disconnect / change modes - the "last interdiction" timer resets.
The "difficulty timer" is persistent and keeps track within a system until you die or until the system state changes for a given system. Meaning each subsequent mission accepted after an interdiction is harder than the last for a player until that player dies or the system stops being dangerous for a given system. If multiple players are in the same instance, the difficulty is based on the player who is at the highest difficulty tier in the wing or MC configuration. A player who attempts to enter another's instance but isn't in a wing or multi-crew configuration with that player because they tried dropping into their wake will get shunted to their own instance. A player who parts a wing in the middle of a mission will be treated as if they were still in the wing by the npcs but not get any reward from the completion of the mission if the originator survives, and if the originator dies, the waves will not continue if all existing npcs are killed by the surviving player(s).
if a player leaves the instance in between waves or during the mission, the reward is forfeit and the next time they get interdicted in that system the difficulty will have incremented.
The rewards:
Each wave (there are 3) of enemies drops materials and commodities that a player can choose to pick up that are based on the difficulty level of the wave. There is 1 min between each wave.
After the final wave the initial interdictor guy will give you your mission reward. This reward keep scaling up indefinitely. However so does the difficulty of the waves.
The waves start out easy with mediocre ranking ships in small quantities, for decent final reward. Each subsequent wave my add more ships or better equipped ships within a combat ranking
The next mission in that system a player would experience would include higher ranking ships or more ships once elite ranking enemies are achieved. The difficulty is further increased by putting those opponents in wings ....and then finally having multiple wings. This way the difficulty is adjusted via multiple methods for progressive scaling and a wide variation to ensure no two interdictions are the same. Dying resets to base difficulty and reward.
Rewards are in credits and materials, (on top of the materials and such you acquire from the destroyed ships). Incredible rewards can be had for players skilled enough to survive such gauntlet missions in the higher difficulties (3rd+ tiers). There is no ceiling, the rewards will scale as a multiple of the difficulty linearly. This will invite cheaters for sure, but these will be highly visible missions for fdev to easily monitor player activity.
Players can acquire hundreds of millions of credits in a given gauntlet mission in advanced difficulties. However those would be exceedingly hard and brutal to survive. There is no upper limit to the rewards and difficulty of ships. But the tiers will become ridiculously impossible to win.
Further thoughts:
Succeeding in in these missions helps the controlling faction, which helps in expansion of the controlling anarchy faction ..which helps setup the situation that allows this dangerous system state to persist. Failing doesn't hurt it. This means, players active in these systems helps keep them around.
Systems unwanted by the playerbase can be undermined by not participating within the dangerous system and instead flipping the surrounding systems to not be anarchy.
If there are no surrounding systems, then the best way to make a dangerous system not dangerous is to suffer the interdictions but not take the missions (you will get repeatedly interdicted) and to take missions from the other factions in the system or kill authority ships. Once the control % drops below the trigger, the system will no longer be dangerous.
tldr: Add BGS controlled system state that turns a system into a gauntlet battle system that scales infinitely in difficulty the more you succeed in it with a progressively scaling reward.
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