So I was reading another thread where a pilot wrote about his frustration with killing another player, only to be killed by his target a few minutes later when they respawned.
It does seem a little weird that after losing a fight, you can be right back in the thick of it within a few minutes. It could be very frustrating having to fight off the same guy a few times in a row. Worse, he could bring friends.
Now, I'm all for revenge killing, but a good dish needs to cook slowly, and there needs to be some kind of consequence for losing a fight.
So my proposal is when you are killed by another player, you are added to that player's ignore list for a time period. Maybe an hour, or maybe a day (I tend to favor a day myself). This makes it so that if you fight off a pirate, they stay fought off for at least the rest of the night. And if a pirate kills you, they can't continue to prey upon you.
The mechanics are already going to be present, it would just automate the process.
So tell me why it's a terrible idea!
It does seem a little weird that after losing a fight, you can be right back in the thick of it within a few minutes. It could be very frustrating having to fight off the same guy a few times in a row. Worse, he could bring friends.
Now, I'm all for revenge killing, but a good dish needs to cook slowly, and there needs to be some kind of consequence for losing a fight.
So my proposal is when you are killed by another player, you are added to that player's ignore list for a time period. Maybe an hour, or maybe a day (I tend to favor a day myself). This makes it so that if you fight off a pirate, they stay fought off for at least the rest of the night. And if a pirate kills you, they can't continue to prey upon you.
The mechanics are already going to be present, it would just automate the process.
So tell me why it's a terrible idea!