Increase death and crime penalty significantly

Since credits are by far no longer the only currency we have, it makes quite alot of sense to reduce the amount of time it takes to get a certain value of credits. However, as credits have been becoming more and more, the death and crime penalties have not.

With mining offering a great credit income source, covering the first level of end game income sources it doesn't give you any valueable materials, merits or similar currencies of interest for other parts of the game. You have to do something else than mining to aquire said currencies.
There is a downside though. Rebuys and crime have become meaningless. Even a 50m credit rebuy is nothing that hurts anyone now. Even a couple of my friends who just started the game are now sitting on billions of credits. That won't grant them a free ticket to hunt thargoids or do any other kind of high end PvE or PvP but it is a free card to never lose a ship ever again and thus have no risk at all.

Which brings me to the point of this thread. Risk doesn't exist in this game anymore. No matter if you are in a Cutter with a one billion credit bounty, you can easily cover the cost wit ha small amount of time invested in mining deep core deposits. While ships have become stronger and stronger through engineering, they haven't become more expensive to replace, same goes for criminals.

This is why I suggest to first increase the rebuy costs for every modded module on your ship (up to 100% rebuy instead of the current 5%) and go even further for criminals to not replace modules or a whole ship at all upon destruction and being caught by authorities if the bounty is incredibly high (100m or more for example).

Ofcourse, this is just a general idea and the values can be tweaked but the point is that risk should be present in the game as it has been before. Now assuming you are a criminal hunting NPCs you will get a bounty pretty quickly and thus authorities will hunt you down. If you are having a bounty of 100m or more you will lose your ship upon destruction and be granted a free sidewinder at the nearest detention facility.
Assuming you are a lawful commander but are having a fully engineered Python for example, you will have to pay the basic 5% of your current ship's value plus (5*X)% of the credit value of any modified module with X being the grade of the module. For example If you are having a C7A powerplant that roughly costs 50m credits but is engineered with a G5 blueprint, you will have to pay 5*5 = 25% of its credit value to replace it, meaning you have to pay 12.5m credits for the powerplant alone. This may sound like alot of credits but keep in mind that with the current credit income values this is a matter of just a hand full of hours invested in mining for a fatal failure of yourself ... and that I said the values can be tweaked.

Now the last case where you are a criminal of below 100m bounty value, you will have to pay 100% of your module's value in credits multiplied by X with X being the grade of the module again. Taking the C7A powerplant as an example again, that would be roughtly 50*5 = 250m just to replace the powerplant itself.

In case one can't afford this, you can choose to not replace a module and select a default E rated module until you can afford the rebuy.

Lastly, a little suggestion that is slightly off-topic but still relevant: Remove the decay of notoriety alltogether and force the criminal to do social jobs in order to decrease the notoriety. For example doing rescue missions, countering famine, rebuilding stations, etc. It might be required to purchase a new ship for this that is clean. This will ensure continous ATR response for utterly high notoriety players that can't be countered by sitting in a station over night.


Now I believe this will ensure way more risk in this game and make crime and rebuys something to consider again instead of self destructing your 50m rebuy Cutter just to get back to the bubble faster or search for the nearest IF to pay off your utterly low bounty.
 
What we NEED it for the C&P to be scrapped we don't want, it don't need it, and it is completely pointless it, it has stopped zero crimes and is only in the game because of someone's with over inflated ego can't be bothered to change the code to stop people ramming others, and friendly fire issues it just simpler to fine/send us to detention center us than fix the game.
Its the one thing I detest in this game, it just doesn't work for a number of reasons,not lest of which is they haven't even written the crimes and penalty's down so you haven't a clue what you did to get some of penalty's against you, how that going to be a deterrent??. I would say that 90% of the friendly fire crimes are not deliberate more likely 99% if they want to stop this then change the code to stop it happening and stop kicking the player's for what they have little or no control over, It's not something that makes the average player feel good about the game. I suggest you fix it before we all Foxtrot Oscar.
 

Powderpanic

Banned
I want more punishment to make crime feed naughty, but and I have said it before, that there must be the crime in the first place to counter the punishment.

More punishment is not the answer, as there is no risk of death to a qualified ganker.

Build up a credible criminal underworld of gameplay, then focus on punishing player killers.

Also, you are never going to kill a cutter with a billion rebuy in 15seconds...criminals can block Whiteknights and combat logging... So its all kinda moot.

Powerpanic
The Voice of Griefing
 
There should be much more dynamic system which use system security level and your "criminality" to spawn more and more powerful NPCs till you will need flee from system. There should be persistent hunters at some criminality lvl which will appear after some time (related to system security) and the same with ATR. Rising insurance is imo not a good way because not everyone is playing this game for make huge cash backups. Criminal should feel that he is HUNTED, this is what imo should be goal and fun. Insurance rise imo have nothing to do with this.
 
There should be much more dynamic system which use system security level and your "criminality" to spawn more and more powerful NPCs till you will need flee from system. There should be persistent hunters at some criminality lvl which will appear after some time (related to system security) and the same with ATR. Rising insurance is imo not a good way because not everyone is playing this game for make huge cash backups. Criminal should feel that he is HUNTED, this is what imo should be goal and fun. Insurance rise imo have nothing to do with this.

Can you be hunted when you've got nothing to lose though? For example, if a lion hunts a zebra the zebra runs away because it wants to save its life. But what if the zebra has a guarantee to never even be harmed? Would it run away? It wouldn't. Same with Elite. If you are a criminal you may be getting hunted but you simply don't bother because more often than not, it's easier to just get yourself caught and fly back to where you got blown up than look for the next IF and waiting for your notoriety to reach 0. So being hunted is actually a favor rather than a punishment.
 
Personally I hate losing my ships ... it means I screved up. If you do not care about that, then there is completely irrelevant how big rebuy is.
 
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This will not make a single difference, as you are now trying to punish player by removing credits and just as with C&P this change will hurt the average normal player ALOT more than your intended targets, the griefers.

I see no logical reasons for why this should ever work, but I see how griefers would turn to small ships, designed to kill large ships and using game mechanics to trick average players to make a hugely costly mistake, by becoming wanted and then getting killed...



And you are acting as if EVERY player is now out mining, they aren't... There are still plenty of players who are totally clueless or not interested in doing mining. OR having problems finding those "rare" rocks to blast apart, so they are not getting the big payday some are getting.



There are plenty of changes that can be done to C&P to make it feel more connected and more reasonably, by using ingame mechanics to push and pull players around for different activities, or in other words, add some risk vs reward to activities, meaning, you can opt to go for riskier options, that pays better, but also introduces more risk, this also means that those who want to have less risk, can choose such options and play it safer, but not risk free.
 
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