For sure then, I think we can safely say that hiding Commander signatures could have a chilling effect on the most opportunistic hunter. But then it runs into conflict with another issue: one of the reasons we haven't removed this feature is precisely because many Commanders *want* to find each other - and no necessarily to attack either. So we perhaps end up in a situation where we punish everyone for the misdeeds of a few.
When I see those hollow dots in a system I get excite/scare at the same time... ooh what's going on HERE?!?!? ... love that the way it is to be honest.
But let me throw this idea out there for Karma and balancing out the antagonist role.
Pirate Bases:
- If you slide into negative karma ("Notoriety") too far, you can
eventually only dock at "pirate bases" (would need to add/re-jig pirate bases and add a filter/search function to the galmap to find them!)
- Maybe the first time you hit negative karma, a nearby pirate base messages the player, offering to help them out, for a price... or treat them like Engineers (or anti-engineers), with a scattering of known pirate bases that lead to unlocking others. Little Skulls hovering above the stars like those little yellow engineers icons. Instead of an "Engineers" button in your menu, make it "Galactic Yellow Pages" and have Engineers, Pirates, Scientists, etc.
Buying Anonymity to counter "Notoriety":
- Pirate bases allow you to buy "anonymity" for a time period, like 10 mins for 100k
- while anonymous, you appear like an NPC dot, but every 5 seconds or so it "blips" into a hollow dot for a moment - so players might initially think you're an NPC, but there's a "tell"
- OR, have there be a choice of anonymity - pay one price to hide your wanted bounties (ie. paint the van, change the plates, still look like a player in Supercruise), pay a different price to hide your player signature for X mins and be like an NPC on radar (with a "tell"), or buy both and rock it ninja style. Maybe a commander name disguise? A ship class swapper?
- If this, then anyone should be able to buy "pilot signature wipers" at pirate bases (ie. fake transponders, think star wars), so bounty hunters might better get the drop on criminals too, hiding near pirate bases, disguised as NPCs (or different ship classes) looking for wanted criminals trying to hide their shame. Traders might risk dropping by a pirate base to disguise as an NPC on a hot route, but have to risk going to a pirate hotspot to get it.
- while anonymous, can either use the time to grind back to positive karma, pay off your bounties or use it to sneak attack more people
- Once you commit a crime, or get scanned with a KWS, you lose the anonymity no matter how much time you had left
What would be the "con" of high notoriety?:
- Allow ALL players to see criminals on the galaxy map (like you see friends, but with a filter) within a certain bounty range based on ranks/distance and "notoriety"
- Think of it like, once you get to a certain notoriety, you appear on a "global enemies" list that all players connect with, but only activate visibility based on in-game factors like distance/rank/karma levels.
- Having a small bounty might make you visible from 20ly, but a big one, maybe 200ly
- So I land in a system and then it sends out a ping within X light years looking for nearby players of ill repute. You're a murder just 12ly away, so my computer says "Nearby Criminal Detected" and now I know which system you're in.
- Top 100 bounties show to everyone regardless of rank... everyone can track the most vile scum of the universe to their last known system
- Now, Harry Potter can still pull of his shenanigans, but needs to head to a pirate base to buy some anonymity or risk being hunted by
everyone, who can see him run to a pirate base before he blips out.
- Maybe even add a new module that pirates could buy allowing them to know if they are visible to others (have I been pinged and identified by a player a system over?)... call it the "Tracebuster" (and then a module for bounty hunters called the "Tracebusterbuster" which masks your ping to a Tracebuster)
But how do I get good karma then?
- And on the other end, let's say that the base positive karma comes from non-violent player interaction - being in multicrew as a crew mate accrues a slow increase of positive karma, up to a threshold not far above neutral karma. You can restore your negative karma to neutral just by serving on other's vessels as a crew mates and not being a weirdo. BAM, multicrew becomes a device for pirates trying to go clean and restore their honour by serving their fellow pirates. Or ARE they? Does YOUR crewmate have bad karma... maybe the Captain of the ship should see all incoming karma and chose to question his crewmates before allowing them to continue aboard!
- After that threshold is hit, you need to rely on other methods to improve your karma, which maybe have to come from voluntary player interactions...
- consider: adding a "rate this player" to the rebuy screen... so someone kills you, you can dish out max negative karma to griefers, or CHOSE to honour your opponent with positive karma... but you can only rate the same player once a week to avoid exploits and karma farms. Think of it like an uber driver rating
- But more importantly, Add this to the multicrew end-screen as well (rate my captain), and as an option in comms (like upvoting a player for their funny comms chatter).. register "ratemyasp.com" as well, come to think...
Buy why I want good karma anyway? Pirating sounds cool!
- Top 100 positively ranked players will gain the ability to send "galactic distress beacons" that can be seen by all players of positive karma, to request help from strangers in times of need, or just summon the curious for fun
- Anyone on the positive karma side might be able to get that same beacon, but your karma level determines it's visible distance to other players, so you're well liked and can be seen from 100ly or something
TL;DR! I'm illiterate!
- Notorious players get pirate bases and people can buy time-based anonymity there, with the most wanted being punished by being visible to more and more (forcing them to buy anonymity, making life expensive)
- Paragon players get distress beacons that can summon friendly strangers (oh my) from a distance, with the top player beacons being like the warning fires of Amon Din and Gondor that stretches to Rohan.
- Negative karma is gotten from in-game actions (ie. murder) and player ratings
- Positive karma is gotten by in-game actions to a certain point (ie. multicrew), but then can only grow beyond by player interactions (good ratings, upvotes in chat)
- Can't max out your karma in solo mode, so get into open and start making friends!
I don't really know if that's all possible, or works with what you guys are thinking, but I think it's important not to just have karma there to punish "antagonistic players". Just throwing these ideas out there in full wall-of-text mode.