Griefers make open impossible, and how easy the solution is.

I'd say showing your face at station in such situation should be like going to show yourself to the cops in Red Dead Redemption 2 while having active wanted status. Meaning cops near station would turn immediately hostile, and if you wander too near to station it would open fire with its big guns...
Cops can be handled & station guns can be avoided. But if you cannot dock eventually you have to jump away to rearm & repair.
 
I really like the idea of specialised criminal gameplay where all sorts of special missions and activities are available, but I'm deeply skeptical that criminal organisations would have access to equipment that the entire resources of three galactic superpowers, their research efforts, militaries and black markets couldn't obtain. Unless perhaps we mean a sort of "illegal tech", which isn't strictly unique to criminals, but gets CMDRs in trouble if they're scanned by an authority vessel in law-abiding systems (because if you're a criminal anyway, it makes little difference whether you add another offence).

Illegal tech is exactly what I had in mind. Not so much that the superpowers are incapable of making the tech for themselves, but that there's really no legitimate reason for a lawful, independent commander to have it equipped in the first place. I fleshed out this idea somewhat in a Google Doc a few years back, where the superpowers, independents, and various criminal factions had their own special modules that a commander could acquire if their rep with the proper faction/superpower was good enough. The special modules were one of the few worthwhile aspects of Powerplay, and I'm of the opinion that such can and should be expanded upon.

My fear, however, is that any playstyle other than mining is largely seen as a waste of time thanks to the (in my view) severely unbalanced rewards that can be gained from LTD and VO rushes, rendering these specialized modules useless for most players. One would have to be interested in something like smuggling, pirating, bounty hunting, or hauling for their own sakes and not the credit reward. Those players certainly exist, but unless either those credit pathways were buffed (which I wouldn't like) or mining was severely nerfed (which a great deal of players wouldn't like) they would be largely relegated to the sidelines.
Instant or near instant police response is not desiderable I agree. But doing crime spree or having active wanted status should lead to police actively hunting player in systems. Greater the security level, bigger chances of being scanned in supercruise by authorities, and bigger authority response. No more loitering and target seeking in SC, not at least in inner system or planetary orbit plane.

I'd say that we already have that mechanic in the game in the form of NPC bounty hunters, which I like. And Authority will already try to pull you if they scan you and you're wanted, IIRC.
I like your ideas, but I think after a player has been destroyed in a system with decent security, they should be given a police escort for the next hour or two. IRL if a killer makes an attempt on a person's life, and there is cause to believe they will do so again, that person is usually assigned a police escort / watch. This would mirror my "you get to kill me once, but not over and over and over again" approach, though instead of being all-or-nothing, it could be a ramping up escort. Player gets blown up once and they get modest escort, twice and they get ATR.

Anywho, just a random thought.

Free NPC wingmen after a rebuy I see as a potential exploit. Let's say that a wing of four players destroy each other in Sidewinders a couple times, and now they have nigh-godlike NPC allies at their side, which I feel is unbalanced.

I don't really have an answer as to how to deal with PvP ganking other than learning evasive skills and outfitting properly. Security states should mean something, however. What exactly that would entail I couldn't say— greater bounties for crimes committed? More authority? Again, I dislike the whole insta-cop dynamic, but I'd like something at least a little immersive, while also giving the criminal a fair chance to ply their nefarious trade.
 
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Illegal tech is exactly what I had in mind. Not so much that the superpowers are incapable of making the tech for themselves, but that there's really no legitimate reason for an independent commander to have it equipped in the first place.
Now I'm thinking stuff like dummy cargo racks which offer less space but make scans take longer to find contraband, etc.
 
Regarding the judgment of a player's character / ethics based on whether they shoot other ships in a video game that promotes shooting other ships, I've tuned into Borann system chat for awhile now, to the point where I just had to turn it off. Some of the "innocent miners" hiding in solo are of the most vile, depraved, juvenile, "screwed up in the head" individuals I've had the displeasure of interacting with. Not that all gankers are saints (some are downright creeps), but many gankers are surprisingly "mature" compared to the crowd that Borann has attracted lately.
Finally someone points this out. I tired to pirate, not kill, a type 9 (in a sidewinder no less) and i had to get out my dictionary to look up some of the things he called me.
 
Finally someone points this out. I tired to pirate, not kill, a type 9 (in a sidewinder no less) and i had to get out my dictionary to look up some of the things he called me.
Now I'm wishing for more in-depth options when dealing with pirates. Like sticking a mining charge inside one of the canisters of LTDs you eject when they demand you drop your cargo, and seeing if they scan them all before sending out the collector limpets...
 
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