How much of an impact do you truly believe rebuys have on murder hobo'ing?

Goose4291

Banned
Buff collector limpets?

That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.

Buff collector limpets?

That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.

Buff collector limpets?

That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.
 
That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.



That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.



That's a given. If your targets in anything even moderately fast (which most are) limpets cant keep pace with the chase.

Create a thread, ask fot buffed collector limpets and you'll have my support ;)
 
I don't think fines/bounties are the way to go, especially increasing them to create a league table. I think once you've reached a significant enough bad reputation put a perminent PF bounty on the player, and at some stage even highlight that player to any/all other players too (if only to warn them).

I think the only real punishments that will "hurt" are denying docking and system permits at an ever increasing number of stations.

I agree. I think this is the best solution as well. There also needs to be something done about players using stations as a defense, especially when the players hunting them are allied with the faction that controls said station. If you are allied with a faction, you should be able to defend that faction's stations by force against unscrupulous CMDRs without getting shot by said station.

I'm not sure how the current system will be implemented, but it also needs to account for those who wipe their bounties and then get bounty hunters wanted when they attack, even though their reputation is known.
 
I don't think fines/bounties are the way to go, especially increasing them to create a league table. I think once you've reached a significant enough bad reputation put a perminent PF bounty on the player, and at some stage even highlight that player to any/all other players too (if only to warn them).

I think the only real punishments that will "hurt" are denying docking and system permits at an ever increasing number of stations.

I do grimace a bit at these sorts of posts. First it actually adds some validity to the notion that mindless toxic destruction is gameplay we even want to consider? Players shouldn't have to jump through hoops to cope with mindless destruction. It should be an exceptional event, not common enough for concern and meaning you have to fly around in ships you really do not want to... comprimising your enjoyment.

Next, the suggestion that you're safe even if you do engineer your Asp, Python or T6 is poppycock. The last thing I attended in the game (before giving up with it) was the community event for the Thargoid reveal. I unfortunately did this in Open to try and enjoy the community aspect of it. Of course, the fact there were loads of players there in typically exploration ships meant soon enough groups of combat ships arrived and proceeded to destroy any/all ships they could. I was literally watching ships being destroyed in a few seconds...

http://i.imgur.com/1rjwj09.jpg?1


The game needs to monitor any/all illegal destruction even in anarchy systems. After enough has happened it needs to warn the CMDR, eg: when coming into stations they get comments about their reputation. If things continue they then start losing access to more and more stations and indeed even stations. They have a permanent bounty on them. They are highlighted to all other CMDRs as a known psycho. etc...

And just as importantly, the game needs to actually start offering/orchestrating some interesting/meaningful PvP, via better mechanics in Powerplay, missions and OPEN CGs. To offer pus CMDRs (interesting in PvP) against each other in interesting scenarions for actual outcomes... After three years why can we not even sign up to CG goals for an Open only CG pitting CMDRs (legally) against each other. eg: Trying to evacuate civilians from stations or settlements, while the other side tries to prevent it... etc...


Note: For some reason there seems to be a backlash against including anarchy systems in this new Karma mechanic. And I cannot understand why. There's nothing magical about these systems, and it makes logical sense, game universe sense and most importantly gameplay sense to include "illegal destruction" in these systems in your karma reputation... Go and seal club explorers at the latest alien ruin site? You'll get penalised! Or is it better it continues to be ignored?

THATS MAH SHIP!
 
Buff collector limpets?

When you and your quarry fly at 300 m/s, 8 km (the distance beyond which cargo despawns) is covered in less than 30 seconds. I seriously doubt we'll ever see collector limpets buffed to the point where they can keep up. Not to mention lowering your cargo hatch limits you to 150m/s-ish just like lowering your landing gear anyway.

why....if hatch breaker limpets pass through shields would a pirate need aggression?
I mean I usually interdict, target, hatch break, might fire off a lag missile to stop hyperjumping before all their cargo has dropped but that's it.
nice clean and simple....and quite a rush

That's only viable in the smallest ships. And by that I mean maybe a Viper. Even my Cobra mk IV has more cargo space than what you'll get from the two hatch breakers you can fire at a target before you need to stop to scoop up.
 
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The Rules of this mini-game are pretty straightforward - stay aligned with the Escape Vector as it moves.

If it works this simply for you I'd be most pleased....from experience though there seems to be at least one other distinct factor. Though I might just be drawing correlations where none exist, I've noticed a better success rate when traveling fairly quicker than the target. That or I've just interdicted some outliers on either side of the skill curve...sometimes will keep the interdiction crosshair dead on, and the interdiction will fail within seconds. *shrugs*
 
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When you and your quarry fly at 300 m/s, 8 km (the distance beyond which cargo despawns) is covered in less than 30 seconds. I seriously doubt we'll ever see collector limpets buffed to the point where they can keep up. Not to mention lowering your cargo hatch limits you to 150m/s-ish just like lowering your landing gear anyway.



That's only viable in the smallest ships. And by that I mean maybe a Viper. Even my Cobra mk IV has more cargo space than what you'll get from the two hatch breakers you can fire at a target before you need to stop to scoop up.

They'll need to work in a way that they "reserve" the loot and you can come back later to collect it.
 
Ha ha, it's deferred reward.

Basically a lot of PvP-ers like me min/max aspects of the game, particularly on the acquisition side, so as to have more time in which to PvP.

I can play this game at most 20 hours/week. So I have at most 1,000 hours/year in which I could, possibly, PvP. But in practice only a % of that due to the need to devote time to other things in game ... currently RNGineering being the most time consuming.

I do stuff like take a month out from playing properly in order to make a few billion using the absolute fastest possible method available at the time because, across the year, this approach maximises the proportion of the 1,000 hours in which I can actually do the thing I want to do most.

It's hardcore time management!

Well, I wouldn't want to play like that myself, but in the context of your prefered playstyle as you described, that rationale certainly makes sense. Each to his own indeed.

And +1 repped for taking the time to explain in such detail ;)

:)
 
The only way I see in stopping griefers in spoiling fun o fother CMDRs is to spoil their fun. And the only way I see to achieve it is by sending waves after waves of totally OP police ships. game is able to spawn instantly pirates to annoy traders, so it shouldn't be that difficult to spawn a police upon a CMDR that meet certain criteria (to be specified by devs, included but not limited to: play style habits, patterns, etc.).

Said CMDR would face a single police with KOS mission. Station grade weaponry. If he manages to destroy the police, game spawns a wing next. No one can survive that, only escape. But, guess what is sitting on the tail? That's right - police wing. When pirates can follow me for X jumps then police can do it as well.

Upon destruction by said police force griefer is put on a cooldown timer within which he cannot kill another CMDR. 1h for start. If he does so, police spawns and KOS execution; cooldown timer raised to 72hrs. This way griefing CMDR has two options:
- wait it out (no playing = no fun). Out of game, problem solved.
- continue griefing and having constant unavoidable death from the police. Poking nose out of the station = instant death sentence (no fun).

One major disclaimer
does not work within marked PvP areas. But griefers don't go to places where they can be hunted. They usually pick the weak and easy prey. So while in no PvP area they commit a crime - a warning. Stray shot, careless driving happens. At 3rd kill you got police on your back. Keep it up and game will spoil your "fun" hard.

Fight gierers with system griefing. Gank them, spoil their game. Let them feel the "joy".
 
The only way I see in stopping griefers in spoiling fun o fother CMDRs is to spoil their fun. And the only way I see to achieve it is by sending waves after waves of totally OP police ships. game is able to spawn instantly pirates to annoy traders, so it shouldn't be that difficult to spawn a police upon a CMDR that meet certain criteria (to be specified by devs, included but not limited to: play style habits, patterns, etc.).

Said CMDR would face a single police with KOS mission. Station grade weaponry. If he manages to destroy the police, game spawns a wing next. No one can survive that, only escape. But, guess what is sitting on the tail? That's right - police wing. When pirates can follow me for X jumps then police can do it as well.

Upon destruction by said police force griefer is put on a cooldown timer within which he cannot kill another CMDR. 1h for start. If he does so, police spawns and KOS execution; cooldown timer raised to 72hrs. This way griefing CMDR has two options:
- wait it out (no playing = no fun). Out of game, problem solved.
- continue griefing and having constant unavoidable death from the police. Poking nose out of the station = instant death sentence (no fun).

One major disclaimer
does not work within marked PvP areas. But griefers don't go to places where they can be hunted. They usually pick the weak and easy prey. So while in no PvP area they commit a crime - a warning. Stray shot, careless driving happens. At 3rd kill you got police on your back. Keep it up and game will spoil your "fun" hard.

Fight gierers with system griefing. Gank them, spoil their game. Let them feel the "joy".

Agreed, except for one thing, instead of making it be based on 'PvP systems', just make it part of the 'Report Crimes' setting, and add an indicator regarding whether the target has crime reporting set to ON, and lock the setting during combat. So PvP players aren't shafted and forced to just stick to 'PvP systems' instead of getting emergent combat at say CGs, and anyone who isn't open to it still gets the lethal police response. Also, station grade weaponry would break the logic of the game, but just large numbers of heavily engineered ships would do perfectly well. Say, first a set of 5 Vipers, then a set of 5 Cutter/Corvette/Conda depending on the allegiance of the system and then just ever doubling numbers of Cutter/Corvette/Condas until the griefer actually dies. Once dead, the response level gets locked in for say, a day, so every incident where the cops are called in, they instantly bring whatever level was needed to kill the griefer the last time. Every day the response level goes down a notch (unless bumped up again), until day 7, at which point the response level resets. Gives griefers a potential challenge, prevents their money from doing much, doesn't outright isolate PvP players, makes the police useful again and solves the murder-hobo issue. Although, making it fit with PP would need some adjustments.
 
The karma system and rebuy will barely have any effect. The game is full of billionaires and money is easy to make. The pilots federation bounty will just be used as a way for the muderhobo's to keep track of their kills and it will be worn with pride.

They really need to have law enforcement put out APB's on the hull.

- The game can instantly tell you when a crime is committed and it's noted in a galaxy wide system.
- The game cannot tie your ship ID and ship type to the crime even though it KNOWS what ship, weapon system and where you were when it was committed.

- Put APB on the hull
- Lock the BOUNTY on the hull
- Make the SHIP wanted (there is not proof the CMDR as an individual pulled the trigger yet but the ship was identified at the scene of the crime)
- Have stations report ship ID's to law enforcement when docking to a station
 
The only way I see in stopping griefers in spoiling fun o fother CMDRs is to spoil their fun. And the only way I see to achieve it is by sending waves after waves of totally OP police ships. game is able to spawn instantly pirates to annoy traders, so it shouldn't be that difficult to spawn a police upon a CMDR that meet certain criteria (to be specified by devs, included but not limited to: play style habits, patterns, etc.).

Said CMDR would face a single police with KOS mission. Station grade weaponry. If he manages to destroy the police, game spawns a wing next. No one can survive that, only escape. But, guess what is sitting on the tail? That's right - police wing. When pirates can follow me for X jumps then police can do it as well.

Upon destruction by said police force griefer is put on a cooldown timer within which he cannot kill another CMDR. 1h for start. If he does so, police spawns and KOS execution; cooldown timer raised to 72hrs. This way griefing CMDR has two options:
- wait it out (no playing = no fun). Out of game, problem solved.
- continue griefing and having constant unavoidable death from the police. Poking nose out of the station = instant death sentence (no fun).

One major disclaimer
does not work within marked PvP areas. But griefers don't go to places where they can be hunted. They usually pick the weak and easy prey. So while in no PvP area they commit a crime - a warning. Stray shot, careless driving happens. At 3rd kill you got police on your back. Keep it up and game will spoil your "fun" hard.

Fight gierers with system griefing. Gank them, spoil their game. Let them feel the "joy".

Love it when people put these suggestions forward. I mean, I know it will never be implemented like this...but I dream of the day such punishment gets qualified, and the faces of eager onlookers droop to grimaces of untold confusion as CLers get battered by "ships with station guns", and gankers find their way to continue as normal.

*chuckles*
 
If it works this simply for you I'd be most pleased....from experience though there seems to be at least one other distinct factor. Though I might just be drawing correlations where none exist, I've noticed a better success rate when traveling fairly quicker than the target. That or I've just interdicted some outliers on either side of the skill curve...sometimes will keep the interdiction crosshair dead on, and the interdiction will fail within seconds. *shrugs*

Certainly possible - though there is something that is often missed - when aligning with the escape vector, you'll likely notice there is a small ring on the interdictee's view (that is, when you're being interdicted), this ring will change when your alignment is dead-on, and keeping this aligned will fill the left-side gauge fastest. If someone is particularly good at evasion, this can shoot by in seconds.

When you are the interdictor, however, things are a bit different, as all you really see is the ship you're trying to stop, so you don't have a whole lot to watch, and the grade and mods of your FSI can make a big difference. Of course, none of these can cover a few "tricks", two of which are valid methods of evasion, one a bit less.

1. Orbital Cruise - Diving into Orbital Cruise will break interdiction. It use to leave you stuck inside the planet, but that's been fixed for a long time.
2. Emergency Solar Stop - Sundiving, like planet-diving will also break interdiction, and can leave the interdictor wondering where their target went, as these are not always obvious.
3. Logging Out (legitimately via the menu) - There are those who are unnaturally skilled at spotting a ship approaching from behind, and can and will, initiate a menu log-off while you're reaching for a trigger button - interdiction will start and fail almost at the same time.
 
To be honest I think the only way to properly discourage it is to stop magically recreating the engineered modification on the rebuys + make the punishment for the crime wipe out all the ships and engineering used during the crime(s), not just the ship the scum died in.
 
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