If reincarnation were possible, there would be a lot more killing

The real problem with murder hobos is that the consequences when they die are less than the consequences for their victims. That is to say, the ganker gets his ship back with just a single click (and the rebuy is not a big deal to him). But his target might have lost cargo or even just time, and may not be able to afford the rebuy.

If you really want to control malicious PvP behavior, without outright banning it, then you need to simulate what stops it in real life - namely, actual mortality.

Specifically, keep open mode just as we have now, keep solo mode just as we have now. Keep player groups just as we have now. But add a "role playing" mode where, if you die, you can't come back (perhaps allow escape pods but only if you're not wanted).

You can play as a murder hobo if you want. That's fine. Role play as a psychopath if you want. But if (and when) someone finally dispenses justice on you, you would actually be dead - out of the role playing mode forever.
 
The real problem with murder hobos is that the consequences when they die are less than the consequences for their victims. That is to say, the ganker gets his ship back with just a single click (and the rebuy is not a big deal to him). But his target might have lost cargo or even just time, and may not be able to afford the rebuy.

If you really want to control malicious PvP behavior, without outright banning it, then you need to simulate what stops it in real life - namely, actual mortality.

Specifically, keep open mode just as we have now, keep solo mode just as we have now. Keep player groups just as we have now. But add a "role playing" mode where, if you die, you can't come back (perhaps allow escape pods but only if you're not wanted).

You can play as a murder hobo if you want. That's fine. Role play as a psychopath if you want. But if (and when) someone finally dispenses justice on you, you would actually be dead - out of the role playing mode forever.

Suicide pilots?
You killing them inadvertently?
Station one hit taking out you?
You being out forever?


If dying = game over then it would have to be for everybody.
There's a reason this mechanic isn't implemented.
Cause suddenly - FDev would have only 500 players remaining. In total.

Elite: Dangerous isn't really dangerous. Yes, it's more dangerous than say Destiny 2 where my Guardian has infinite lifes and dying means nothing (except for a few raids/missions etc.). But rebuys mean little in this game. Even more as money making is so easy.
I acknowledge that new players run at higher risk in the beginning having not yet acquired enough profits to swallow every rebuy. But we know everybody nowadays can grind himself/herself to A-rated Anaconda level in no time from a Sidey.

So, yes, I don't like to be killed/ganked/griefed either but bottom line it would be... just another rebuy.
With no impact on my real life other than worst case my personal pride.

Have fun, fly safe and never without a rebuy.
 
If there were an actual ironman mode, I'd play it, but I'd expect everyone in that mode to be playing by the same rules, else I'd just be rolling on some "CMDR ejection table" myself.

The real problem with murder hobos is that the consequences when they die are less than the consequences for their victims.

A very shaky premise.
 
If dying = game over then it would have to be for everybody.

Please reread the third paragraph where I address this. If there's a valid objection to my suggestion then I'm looking forward to hearing it, but your post isn't valid, as it ignores something I specifically addressed.

Thanks.
 
A long and weird way to go just to ask for Ironman mode. It's already been asked for numerous times too.
 
As long as it is also "game over" for the "victim", then sure.

But I would rather not see yet another mode messing up this game.

Open only!
 
Honestly it’s fine just as it is. Some people choose to do this already. The call it “iron man”, others have incorporated dice to see if the can luck out of a save wipe. Some call it “aluminum man”.

Me, I call it “no thanks, it was only so much fun getting here”. If I *had* to do it all over, I’d just play No Man’s Sky instead.
 
Yeah I don't play my video games for their stunning IRL accuracy and probably wouldn't want this. <- I vary my gameplay and occasionally pirate or PvP combat despite mostly being law-abiding.

Personally I feel open is fine. It works for a lot of people.
What has been proven time and time again is that the people that don't want open are dealing with a game system that isn't built for handling their desires. Private Groups don't work well at present and FDev seem against an "Open PvE mode", at least no news in that direction yet.



So, what if PG's had tick boxes available to the creator. First one is a PvP flag box, however, unlike the others suggesting a PvP flag I'd not do any in-game changes. No reduced damage or hand-wavium or anything. I'd simply have the server auto-react to incidents.


The game gathers enough data to manage this. Here's how I'd do it:
-Servers get report of player doing shield damage to another player in a PG with PvP flag set to OFF - PG admins see this player as yellow in their management screen with a number of occurrences next to it and can decide if they intervene.

-Servers get report of player doing hull damage to another player in a PG with PvP flag set to OFF - PG admins see this player name in their management screen with a number of occurrences next to it and can decide if they intervene.

-Servers get report of player killing another player in a PvP Flag OFF PG. Must do a minimum of X damage points to said player to trigger - Instantly removes them from PG and kicks them to main menu. Removes their membership and prevents application to all PG's that have the PvP flag disabled for a time period (Say 3 months for first offence, 6mo for 2nd offence and perma for 3rd offence).


If the system is implemented and works FDev can then add more flags to allow for SRV combat and SLF combat whilst restricting ship-ship combat.
Won't deal with ramming and a few other things but it'd be a vastly automated system that'd deal with most of the issues in a consistent manner without requiring an immense amount of Dev work.
 
Didn't they change C&P to include part of the rebuy of the victim to the attacker if their combat level is higher? Just recently I had an extra Mill dropped from re-buy when I lost my ship to an NPC
 
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