Make Crime Rewarding! (yes, really.)

I know recent changes are mostly strictly to thwart griefers to an extent, but the point gets brought up a lot - crime is getting riskier with no reward. In the real world that statement sounds awfully "yea duh". But this is a game.

What if we used Notoriety as a prerequisite for certain missions? Right now there are missions you simply cannot access because your faction doesn't like you enough. What if there are missions you can't access unless you're a hardened criminal? There are tons of assassination missions and "thin out the faction" missions that seem only reasonable if you've proven you're not a goodie two-shoes. In fact, why are police even allowing the existence of these missions on the board? Maybe they should be accessible via the Black Market. I know these things have been suggested before, but let's revisit them now that there's more of a reason to than ever.

I'd love to see this turn into a serious discussion, refining these points or offering opposed but equally refined points.
 
You're right. High risk should always equal high reward. Easy things should never pay much. Basic economics really. Unfortunately, without some sort of economics engine, we rely on FD balancing these things and it would appear to be a massive task.
 
Pirate bases, high profit anarchy systems, 'career paths' for which, as you say, the notoriety level could be a good indication.
Although maybe it should be a bit more like the faction reps: do a lot of crime: your 'rating' towards 'evil aligned' factions increases, while doing nothing (or 'good' things) will lower your rating after time.

Anyway, I'm all for it. Let's make it exciting and rewarding for all parties involved.
 
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