Independent Leesti Adapts

So, Independent Leesti for Equality was recently pushed out of George Lucas and had to hand control of the system over to Reynhardt IntelliSys. They were restricted to that tiny outpost at the rear-end of the system, but they've adapted, much to my extreme distaste.

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My home... is gone. I think FD needs to put some locks on the Old Worlds, as Riedquat is the only anarchy left right now AFAIK, and that was a week ago when Quator was an anarchy, too. This is ridiculous! The entire group of original elite systems, turned over not by a huge community effort, not by persistence and determination, oh no.

By Bounty Hunters.

This really needs a developer lock. This is just outrageous! I hope something is done about this in 1.3.
 
Does this mean the Station Rammers are out of a job?? I was wondering why they were over in Diso this week end...
 
I used to bounty hunt there. Many do.

I suppose the only logical outcome to masses of bounty hunters constantly destroying the criminal owning faction's pirates is they eventually lose enough influence for a law abiding faction to come in and clean it up.

I'll tip my hat for the system's loss of its original identity but I like it that this happens. This is the non-static world so many games don't have and so many players complain no games have.

It's taken months for this to happen to Quator. Now all we need is for more reasons to be a criminal so it actually makes money to wrestle it back into an anarchic state.
 
It's a pretty big flaw in the faction system of the game as it stands at the moment. Anarchy factions tend to have great big wanted posters over their heads, so bounty hunters wipe them out. It isn't just bounty hunters either, these factions tend to be the ones which interdict you and inevitably get destroyed. This results in attrition of that faction which destroys it over time. Then other factions move in.

If it remains like this ALL anarchy systems and factions will end up being reduced to 0% over time.
 
It's taken months for this to happen to Quator. Now all we need is for more reasons to be a criminal so it actually makes money to wrestle it back into an anarchic state.

FTFY: make smuggling as profitable (but risky) as bounty hunting, and its faction influence effects apply to the local Unfettered faction, not the station owner.
 
It's a pretty big flaw in the faction system of the game as it stands at the moment. Anarchy factions tend to have great big wanted posters over their heads, so bounty hunters wipe them out. It isn't just bounty hunters either, these factions tend to be the ones which interdict you and inevitably get destroyed. This results in attrition of that faction which destroys it over time. Then other factions move in.

If it remains like this ALL anarchy systems and factions will end up being reduced to 0% over time.

I don't think any of us would be alive long enough to see all anarchy systems in civilised space flipped. But certainly the popular regions.

As I said above, right now being a passive bounty hunter is more lucrative than being an active anarchist. The level of effort required to increase a criminal organisation's influence is the same as the opposite but there are only two ways to work at it:

Missions and trading.

Trading doesn't really pay that well unless the planets align. And missions definitely don't pay well at all, under any circumstances. Furthermore, the missions that technically oppose bounty hunting, the murder kill missions, definitely don't pay nearly enough and aren't passive (you have to be lucky to even see them on the board, but you can bounty hunt indefinitely in one spot).

And that's the issue. We have bounty hunting, an easy way to make a living with ample opportunities to get paid. But nothing to counter it.

I've maintained this for months... Murder and chaotic destruction needs to have a pay cheque. The criminal, anarchic organisations should pay for killing clean targets. Smuggling from their stations to clean stations should pay well. Piracy needs to have a much better structure so you can become part of a local crime organisation and make very good money once they like you enough.

It should culminate in big heists (steal the cargo from a very well protected convoy in lawful space), very lucrative smuggling jobs and assassination missions directly targeting the lawful dignitaries.

Hopefully, the new mission revamp will allow this sort of thing to happen. But the baseline should be the opposite of bounty hunting. Start killing clean targets. Once your bounty is high enough you start getting anarchy credit. You can hand them in to criminal organisations, just like bounties.

But you only gain them if you are wanted above a certain level (say 100k cr).
 
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dayrth

Volunteer Moderator
So, Independent Leesti for Equality was recently pushed out of George Lucas and had to hand control of the system over to Reynhardt IntelliSys. They were restricted to that tiny outpost at the rear-end of the system, but they've adapted, much to my extreme distaste.

View attachment 35026

My home... is gone. I think FD needs to put some locks on the Old Worlds, as Riedquat is the only anarchy left right now AFAIK, and that was a week ago when Quator was an anarchy, too. This is ridiculous! The entire group of original elite systems, turned over not by a huge community effort, not by persistence and determination, oh no.

By Bounty Hunters.

This really needs a developer lock. This is just outrageous! I hope something is done about this in 1.3.

I can't agree. Locking down parts of the galaxy would not be in the spirit of he game. One of the things I like most about this game is that anything, (and everything), can happen if the players put enough effort in to it. If you want to safeguard your system, fight for it :)
 
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I don't think any of us would be alive long enough to see all anarchy systems in civilised space flipped. But certainly the popular regions.

As I said above, right now being a passive bounty hunter is more lucrative than being an active anarchist. The level of effort required to increase a criminal organisation's influence is the same as the opposite but there are only two ways to work at it:

Missions and trading.

Trading doesn't really pay that well unless the planets align. And missions definitely don't pay well at all, under any circumstances. Furthermore, the missions that technically oppose bounty hunting, the murder kill missions, definitely don't pay nearly enough and aren't passive (you have to be lucky to even see them on the board, but you can bounty hunt indefinitely in one spot).

And that's the issue. We have bounty hunting, an easy way to make a living with ample opportunities to get paid. But nothing to counter it.

I've maintained this for months... Murder and chaotic destruction needs to have a pay cheque. The criminal, anarchic organisations should pay for killing clean targets. Smuggling from their stations to clean stations should pay well. Piracy needs to have a much better structure so you can become part of a local crime organisation and make very good money once they like you enough.

It should culminate in big heists (steal the cargo from a very well protected convoy in lawful space), very lucrative smuggling jobs and assassination missions directly targeting the lawful dignitaries.

Hopefully, the new mission revamp will allow this sort of thing to happen. But the baseline should be the opposite of bounty hunting. Start killing clean targets. Once your bounty is high enough you start getting anarchy credit. You can hand them in to criminal organisations, just like bounties.

But you only gain them if you are wanted above a certain level (say 100k cr).


A quick fix perhaps is that pirate based missions from stations could have their pay scale increased dramatically to incentivize players to take them more often, probably not a 100% fix, but should help balance out all the bounty hunting going on.
 
A quick fix perhaps is that pirate based missions from stations could have their pay scale increased dramatically to incentivize players to take them more often, probably not a 100% fix, but should help balance out all the bounty hunting going on.

Yes. The only trouble is the piracy missions are currently badly designed place holders.

They are little more than shopping lists for specific items. Not only are they incredibly difficult to fill (how long would it take to find the specific commodities from piracy?) but if they were changed to give big pay then you'd have wings buying them legally then jettisoning them for mates to trade in for big profits.

Piracy missions need to be target based. Just like assassination missions. The mission should give you a target trader to find, engage and steal its cargo. The value and difficulty should increase as you gain reputation.

The same should happen with smuggling. Keep the current wish list missions (we need you to source this illegal cargo to this station) but add in missions where you're given illegal cargo to take to a destination where it's prohibited.

I still think anarchist should be a career choice too. To qualify you need a high enough bounty on your head. Then if you kill a clean target belonging to any faction that opposes a piracy faction, you get anarchy "points" (call them whatever makes sense). These can be handed into the piracy faction for credits.

It would be the exact opposite of bounty hunting. And should pay more, due to the risk of being a wanted criminal.

Make it so the rewards scale just like bounties do. And make it pay more for taking out authorities. Particularly anaconda and pythons etc.
 
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Rather than these 'democracy' groups around the old worlds, why not encourage the Alliance Lobbyist groups? I think the Old Worlds could do with a bit of patronage.
 
So the people of Leesti are being hunted from their station by a bunch of pirates, flee to Quator as refugees and manage to take control of the station from the local pirates, after they had to see their daughters sold as slaves?

And you howl about pirate bases gone?
 

dayrth

Volunteer Moderator
A lot of posts saying how you don't get much money for influence gaining missions, fighting in war zones, taking part in CGs etc and asking for the rewards to increased. For me at least it was never about the money. It is about trying to help your faction, trying to make your region safer, (or more dangerous depending ;)), fighting for your home system.

If you need the money, go trading or res farming. If you want to make a difference, work/fight for it. The results should be their own reward. (or their own disappointment as often happens in my case ;))
 
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I'm not for locking anything in the game, but the less than savory professions like piracy or smuggling should be made more financially appealing to counteract the one sidedness of the whole mechanic.
note I said financially appealing, not easy to do but profitable when done. Preferably even more profitable than methods by the books.
 
My home... is gone. I think FD needs to put some locks on the Old Worlds, as Riedquat is the only anarchy left right now AFAIK, and that was a week ago when Quator was an anarchy, too. This is ridiculous! The entire group of original elite systems, turned over not by a huge community effort, not by persistence and determination, oh no.

By Bounty Hunters.

This really needs a developer lock. This is just outrageous! I hope something is done about this in 1.3.

But bounty hunters are part of the community, so in a way, it was a community effort that did it. Which is all fair. Is it possible to change it back how it was?
 
A lot of posts saying how you don't get much money for influence gaining missions, fighting in war zones, taking part in CGs etc and asking for the rewards to increased. For me at least it was never about the money. It is about trying to help your faction, trying to make your region safer, (or more dangerous depending ;)), fighting for your home system.

If you need the money, go trading or res farming. If you want to make a difference, work/fight for it. The results should be their own reward. (or their own disappointment as often happens in my case ;))

That is true for you and I.

But the point I'm making is it's much, much more likely lawful factions will gain influence than pirate factions. So long as players exist, players who consist of a majority that want to make money, they will do the activities that get them money.

The second most rewarded activity in the game is bounty hunting. More players will do this than those who choose to role play a piracy advocate to boost the influence of the piracy factions. I reckon the disparity is very high.

It's easy to say "but it's not about the money for some/me". But do we want a living galaxy where criminal organisations play a significant role in the background simulation?

Left purely to its own devices, I'm sure the background simulation quite happily gives criminal factions a representative role to play. But throw in a few thousand players, the majority of these wanting to do things that make them money, and the criminal factions get easily shunted out.

This is because hardly anyone wants to be a career criminal, first and foremost. But it's also because the activities that make the biggest difference (mass destruction of faction ships) only pays out for the lawful factions.

I'd like that to change. It would make the game much more vibrant and, ultimately, fun for both sides.

Equally so, I feel that missions will play a much bigger part in the background simulation after 1.3. So I hope the criminal missions are appropriately designed.

- - - Updated - - -

But bounty hunters are part of the community, so in a way, it was a community effort that did it. Which is all fair. Is it possible to change it back how it was?

Read my posts for some ideas.
 
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So nice for Independent Leesti to have a base from which to retake their home system.

BY the way, there should be few anarchy systems in heavily occupied and visited space. Pirate factions will be naturally pushed to the periphery. I believe this is an intentional design decision. Core worlds safer, periphery worlds more dangerous - with corresponding risk/reward mechanism.

Still needs a bit of polish.
 
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