Implement special Notoriety system for Anarchy factions in Odyssey.

One of the fundamental issues around Odyssey has been the lack of negative implications when attacking an Anarchy settlement compared to other types of Government.
This has resulted in anarchies being unduly affected with regard to the background simulation.

When attacking and killing people in a corporate settlement the player incurs bounties and also notoriety, doing the same in an anarchy comes without any consequence.

I therefore propose a tiered system of notoriety linked purely to attacking of anarchy settlements and factions, this would stand apart from the existing notoriety system.
Players attacking anarchies would not incur bounties in line with existing lore, however its reasonable to suggest that notorious commanders would gain a dubious reputation for their actions and invoke a strong response by security personal to their presence at a settlement.

below is a suggestion of different tiers of notoriety and the npc response.

NO notoriety. NPCS respond as normal they scan you without recourse if you obey their instructions.

LOW Notoriety. NPCs on scanning you will immediately activate their shields as they dont completely trust you. They will also give you less time to put away weapons accidentally deployed and will have increased levels of suspicion around things you are doing.

MEDIUM notoriety. on arrival at a base, all security personal will have all shields activated. They will turn hostile to you at any sign of trouble eg a fallen comrade or a door panel having been cut open even if you are not in the vicinity. They just know you have a reputation and wont take any chances, they will react more aggressively and give players less time to respond to scan requests, and will open fire automatically without warning if you enter a restricted area.

HIGH notoriety. At this level base defences will open fire on your ship once you get within 3 kms. You are not welcome at any anarchy and everyone on base will attack you on site and immediately call in high level reinforcements when detected entering a base. At this level you are feared and they know you are death to them. Base signs will occasionally flash up images of high notoriety commanders who have recently been seen operating in nearby anarchy systems.

By implementing such a system it would hopefully improve game balance and also provide a more experienced commander with the option of undertaking more challenging combat scenarios.
I think by their nature Anarchies should have security personnel who are more proficient and have access to illegally modified weapons, suits, vehicles etc.
 
Agreed. The only reason most systems still have Anarchy-owned bases is that you can't get into a conflict to lose them below 7% influence and most Anarchies will never get that high.

Player-backed Anarchies struggle enough with intensive deliberate support: all the rest are permanently pinned near 1% influence because the game is too much against them.

If the game balance needs "free targets" - as it does in places - use the generic Pirates faction for them.
 
I think the anarchy farming issues in Odyssey could be addressed very simply, and in a way that improves immersion: get rid of the omniscient crime reporter at all settlements.

People attack anarchy settlements because you can just kill everyone and take everything and not get fines, bounties, or notoriety like you do at non-anarchy settlements. If people could kill and steal at non-arnarchy settlements without fines, bounties, and notoriety, they would, and that would take the pressure off of the anarchy ones. At the moment, if I shoot someone at a non-anarchy settlement, I'm instantly wanted and have a fine, bounty, or even notoriety..even if nobody saw me do it. Who is reporting these crimes?? In ships there may be an auto-distress or black box that reports the crime, but when I shoot someone in the back of the head in a distant corner of a settlement, out of sight, how is this reported??

Change things so that unless an NPC witnesses the crime, it isn't blamed on the player and people will attack non-arnarchy settlements as much as anarchy ones. That will require extra care in where and who you attack, but that just makes it more challenging and fun...and it makes it possible to wipe out non-anarchy settlements and get away free...if you are careful and good at it.

If something isn't done to take the pressure off of anarchy settlements, and therefore factions, we soon won't have any. That will make Odyssey engineering very hard, and make it impossible to sell certain illegal items (like drugs), or to buy e-breaches, which will make some missions impossible. I think my suggestion is relatively simple to do, since there's already code to detect theft in sight of NPCs.
 
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