Murder in Space - How it can be punished.

This thread feels premature. As a Tycoon who has never played anything but open, let me weigh in. The changes made to murder give the feel of more consequence. I think we are are going to see penaltys rise in terms of NPC retribution. But for those of you that want a realistic sim, I question you calling for more consequence in the name of realism. Realistically most murders go unsolved.

Also do think before you ask for something. I decided to take a break from trading and ran a couple missions. I ended up murdering two NPCs. That cost me a wanted flag in two systems that were on my current trade route. It forced me out of that area. So while it might not be protecting you from serial killers, it is acting as a deterrent for the rest of us. Which is about as realistic as it gets.

The wanted flags last for 5 and 6 Days each.
 
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There is not (nor should it be) any difference between killing bot or CMDR in terms of game mechanic.

If it's ok to kill bot it's ok to kill CMDR as well, regardless of reasons behind such an act.

For the record bots try to murder CMDRs all the time, but they are dispatched easily. But should CMDR do the same and succeed he's suddenly called "griefer" and all sorts of unpleasant names.
 
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I'd be quite happy if traders ships were forced to stay in an instance for a few minutes so I could pillage their hold. IF a few things happened:

1. Their ships stopped moving when I blew out their drives.
2. When I shoot out the hatch completely, all the cargo spills out.
3. When I shoot out the hatch completely, I can limpet as much as I want to grab cargo.
4. The cops don't show up for an extended period of time so I can pick up that cargo.

1. This is space. You don't magically stop because your thrusters stop operating. It would be quite irritating if ships with destroyed thrusters would just stop.
2. That would negate the purpose of hatchbreakers.
3. This makes some sense, yes, but I don't know whether this needs some downside or extra difficulty for it to be balanced.
4. In a system with a working security force, especially high security level, of course the cops should show up soon, and any piracy attempt would involve the danger of them showing up at the crime scene any moment. For piracy without interference from the police, there are anarchy* systems, which is precisely where piracy (and crime in general) is meant to be rampant.

*I believe there should be more reasons to go through or into anarchy systems, however. For once, they could provide safe havens for pirates wanted elsewhere, and the economy sim should consider their existence for determining prices. If all the shortest routes to the nearest source of palladium goes through one or multiple anarchy systems, the price of palladium should reflect that added danger, so that traders have an interest in doing trade runs through these anarchy systems.
 
There is not (nor should it be) any difference between killing bot or CMDR in terms of game mechanic.

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lore wise there is. ALL CMDRS are part of the federation of pilots. This esteemed group of people could be compared to "made men" in the mafia and they are treated differently.

in elite the law is corrupt BUT even taking that into account, they are supposed to protect crimes against pilots federation members seriously.

Now, with this in mind, I am all for allowing players to be booted from the federation of pilots for unbecomming actions, as well as having some NPCs in there
 

Remiel

Banned
Of course, the real solution to space murder is to murder the guy trying to murder you first.

Now, with this in mind, I am all for allowing players to be booted from the federation of pilots for unbecomming actions, as well as having some NPCs in there

Except that's never going to happen, because the real money you paid for the game automatically makes you a lifetime member of the Pilot's Federation. Well... the game's lifetime, anyway.
 
Except that's never going to happen, because the real money you paid for the game automatically makes you a lifetime member of the Pilot's Federation. Well... the game's lifetime, anyway.

I am not saying you are wrong, but do you have a source for that**? I actually thought that having Pilots Federation Status as a perk that we all started in but with the ability to leave / be kicked from it (and have to then earn our way back in) was something which had been banded around back in the day

(along with pirates possibly also having a similar group along with its own rankings)

I could well have been dreaming however.

**I am not calling you on it and demanding you go look for proof I am just generally interested. There has been so much information chatted about over the last 3 years its hard to know what is real, what is made up and what is on the "cutting room floor" as it were.
 
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Remiel

Banned
I am not saying you are wrong, but do you have a source for that**? I actually thought that having Pilots Federation Status as a perk that we all started in but with the ability to leave / be kicked from it (and have to then earn our way back in) was something which had been banded around back in the day

(along with pirates possibly also having a similar group along with its own rankings)

I could well have been dreaming however.

**I am not calling you on it and demanding you go look for proof I am just generally interested. There has been so much information chatted about over the last 3 years its hard to know what is real, what is made up and what is on the "cutting room floor" as it were.

Let me begin by saying, first of all, given that the ranking system is the only real perk of membership and the only thing you really get by hitting Elite anywhere is bragging rights ("look how awesome I am on my spaceship game!" he cried as real heroes were busy curing cancer and solving climate change - literally how it comes across to me), I wouldn't care one way or the other if I was booted from it, so the threat of getting booted from it would never work as a deterrent. I'm here to enjoy myself. Sometimes that involves pulling other players out of supercruise and making them explode.

Secondly, that's what I paid for. Pilot's Federation membership also seems to be an inherent part of the game, like being a capsuleer in EVE Online is. If my punishment for 'crimes' committed in EVE Online was the removal of my clones, I'd simply unsubscribe and go play something else. However, that has a lot more meaning than the PF does here, because cloning is an inherent part of the gameplay. Here, being a PF member really just means you own your own ship, which you're going to do whether you're a PF member or not because that's why you bought the game, to fly spaceships. In any case, being a PF member is part of the experience.

All that being said, no, I don't have a source for this claim, although I'm sure the manual says a few things along the lines of your membership in the PF. The PF as an organisation seems rather loose according to the lore, with many different cliques forming within it. It seems to me the neutrality of the overarching organisation though just means pilots in it answer to the laws of where they are. The fact that you can be in the PF and be aligned to a faction opposed to other PF members tells me the PF itself doesn't care if its pilots shoot each other, so it seems rather nonsensical to me that pilots in the PF would be ejected just for shooting other pilots in the PF, especially given that FD made the game with multiplayer conflict in mind. And don't pretend like they didn't know that players attacking players was going to happen.

TL;DR: being in the Pilot's Federation just means you play Elite: Dangerous.
 
Let me begin by saying, first of all, given that the ranking system is the only real perk of membership and the only thing you really get by hitting Elite anywhere is bragging rights

The main perk of being in the PF as I understand it, is ships insurance which comes with membership

IF we could get booted from the pilots federation but there was a Pirates Clan and possibly even a Smugglers guild**, where you could get some equivalent (not insurance but "gifted" a ship which has been "salvaged" and depending on how high up in the pirates/smgglers clan you are the better the ship they trusted you with, I see that as possibly a cool mechanic.


**by guild I do not mean player controlled guild... there is a "special" place for that discussion ;)
 
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Remiel

Banned
The main perk of being in the PF as I understand it, is ships insurance which comes with membership

IF we could get booted from the pilots federation but there was a Pirates Clan and possibly even a Smugglers guild, where you could get some equivalent (not insurance but "gifted" a ship which has been "salvaged" and depending on how high up in the pirates/smgglers clan you are the better the ship they trusted you with, I see that as possibly a cool mechanic.

It's unbalanced. What's good for one is good for all, or you don't do it. If insurance is a perk of the PF, then it's the only one, and it'd be just as easy to void the insurance of pilots who commit acts of criminality, depending on the laws of the system they're in. Or, in the case of shooting up other players, do what GTA Online does - charge the offender the excess for the victim's new ship. Again, even if insurance can only be obtained by being in the PF, that still would not deter me from shooting players.
 
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Why are people always looking for ways to punish pirates for pirating, but we never discuss ways to punish traders for trading. I mean, if we're going to do one, we should do the other, it would only be fair. Maybe some kind of incremental tax rate or tariffs or higher maintenance costs due to weight stress. Maybe some sort of massive fine for ruining economies in the name of profit.
 
Why are people always looking for ways to punish pirates for pirating, but we never discuss ways to punish traders for trading. I mean, if we're going to do one, we should do the other, it would only be fair. Maybe some kind of incremental tax rate or tariffs or higher maintenance costs due to weight stress. Maybe some sort of massive fine for ruining economies in the name of profit.

who said anything about punishing pirates more than they do now? Piracy is one of the roles which was always discussed as being a core game role.

piracy =/= blowing up a ship without scanning for cargo & giving a CMDR the chance to drop some stuff.

The only people who I think get away with their actions far too easily, and from what i can see here in this thread are the ones being moaned at, are those just blowing ships up indescriminately.

These to me are like the deliberate rammers in iracing.

IF a player wants to role play this life, then sure let them role play it.... but role play it properly and embrace the fact that they are role playing pariahs which should be hated in all systems by traders and pirates alike. (but liked by bounty hunters)
 
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Piracy is like a mugging. If you kill someone while mugging them, the consequences if caught are life-changing (and likely ending). But if you just take their wallet by force and leave them alive, the legal trouble is far less.

If someone refuses to give you (the pirate) a cut of their cargo, then blast their FSD and limpet-hack the cargo hold. Although.... you would need some way to discourage combat-logging. Removing the ability to combat-log and leaving the ships of hard-disconnected players in space for a minute or two, perhaps. In any case, you might still get a bounty, but it would be for less than a murder, and you would not have their rebuy to be held against you.

But yeah, I feel super bad for pirates. Piracy SHOULD be a viable play style, but it is really hard to make laws that are fair both IC and OOC.

Agreed - Piracy should not include murder. If the trader wishes to not play ball, the pirate should be able to threaten and damage and mame them to such an extend the cost/hassle of repair exceeds the few tens of thousands of CRs they could have simply of paid instead.

IMHO, piracy (& payment to pirates) needs some simple love - https://forums.frontier.co.uk/showthread.php?t=101696

Murder should result in a serious bounty/fine.

Finally, we need organised locations and simple mechanics for consensual PvP combat. The game simply makes it too hard to find another player to go and fight against. Create zones such that CMDRs and fight against each other, ideally with ship damage and insurance even being subsidised! It's for TV entertainment so they're willing to cover costs :) - https://forums.frontier.co.uk/showthread.php?t=110531
 
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A

Finally, we need organised locations and simple mechanics for consensual PvP combat. The game simply makes it too hard to find another player to go and fight against. Create zones such that CMDRs and fight against each other, ideally with ship damage and insurance even being subsidised! It's for TV entertainment so they're willing to cover costs :) - https://forums.frontier.co.uk/showthread.php?t=110531

Neil I agree with you completley, however the above... is that not what War zones are for, and also the newly announced... errr CQC is it called?

People who want balance PvP can already get it imo, but neither warzones or CQC will scratch the itch of those in combat ships who want to blow up defenceless ships.
 
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Neil I agree with you completley, however the above... is that not what War zones are for, and also the newly announced... errr CQC is it called?

People who want balance PvP can already get it imo, but neither warzones or CQC will scratch the itch of those in combat ships who want to blow up defenceless ships.

CQC is stand alone. eg: You cannot take your beloved Python in there for example. It is not part of the existing game so should be ignored IMHO.

Warzones are not working:-
  • Combat Zones - Are too many in number and transitory. Try finding a CMDR in one!
  • Strike Zones (Powerplay) - Now the novelty has worn out, these too are generally empty, if only because they pay so poorly too. I spent 3-4 hours flying around them over the weekend and didn't find a single CMDR! Indeed pay nothing at all for the risk!

We simply need dedicated mechanics, or a set of dedicated combat zones for PvP, which ideally have different settings/environments, and ideally pay/reward in some fashion and even help cover costs/insurance (so CMDRs don't mind dying so much!)

If FD can create CQC as a stand alone bolt on, why not an even simpler set of zones across a couple of core systems for PvP related eSport?

I suspect this would prevent a lot of unwanted PvP murder taking place.
 
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Agreed - Piracy should not include murder. If the trader wishes to not play ball, the pirate should be able to threaten and damage and mame them to such an extend the cost/hassle of repair exceeds the few tens of thousands of CRs they could have simply of paid instead.

One thing that should help pirate is NEW EQUIPMENT.

Especially non-lethal stuff and NOT having it locked to a powerplay faction. The stupidity to have equipment locked to a faction and no other faction have had the means to steal the plans, reverse engineer it or BRIBE a pilot to give up the module is just stupid.

The anti-shield weapon for one faction is an excellent example.
We also have the pulse laser that scrambles modules but we could do better.

-Power Inhibitor Beam Laser that drains energy from the Power Modulator but does no damage to the ship.
-Thermal Overloader Pulse that does no damage to the ship but adds heat to the entire ship.
-ECM/Missile Defense Scrambler Utility Mount (Turns off ECM/Missile defense so Limpets or Missiles can be used)

Hell, just allow us to use the Interdiction module as a "weapon" and that it adds to the timer for the ship that tries to fly away. After all, we cannot STOP a Type9 due to it'sm sheer mass but we should have means to slow it down.

A pirate with a few beams that drains shields and a Cargo Limpet dont HAVE to have the target ship surrender, he just needs to down the shield and hit with a limpet.
 
What's your problem? FD already made a game mode for players like you. It is called SOLO MODE. Let me spell that. S O L O mode. And if you don't want to be hurt by other players, G R O U P mode. Open mode is for the hardcore players that like real consequences and challenge.

I'm not a psychopath. I'm a player playing in the universe built for me.

<snip>

I'm a pirate. I didn't kill traders out of spite and despite my tough guy attitude, still don't, because I feel FD will rectify the 20 ton cargo limit situation so my career choice is viable again. What I DO kill is players in armed ships that can fight back. I'll murder them all night long until I can go back to my usual business of tax collecting.

- - - Updated - - -



Murdering is not griefing. Murdering is a valid gameplay mechanic. You are using the word griefing... WRONG.

Firstly, Where is the "real consequences and challenge" in arming yourself to the teeth and going after harmless traders and explorers? Find a cargo not worth your time, kill the player for the lulz! Find an explorer with no cargo at all, not even the capacity, ditto.
Whereas I cannot deny that you in particular don't play like that - not having come across you in-game - there are enough experiences on this forum alone that tell FD that it is a problem. And I don't support 'blanket' measures to change the system throughout the game. But it should be expected that murder in a core system, the home base of a major power, or a high-tech system should be harder to get away with than out in the boonies somewhere in an anarchy system. And let's face it, most systems are "Anarchy" systems. I have been 40% of the way to Sag A*, and out there there are nothing but anarchy systems.
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Secondly, this galaxy was not built for YOU. If YOU want a galaxy built for YOU, go play solo. Yes, that's right. Open was built for US [including you, if you want to play there]. If you want a galaxy only for you, go play S O L O!
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As a primarily explorer-based player who uses trading to pay for the upgrades I want before I go out again, I have no problems with pirates when played properly. I submit to interdictions - there's not much point in doing anything else in a T7 so far as I can see - and am willing to part with a REASONABLE portion of my cargo. I understand the risk I take, and that does include the risk that I will be destroyed after I have dropped. I do not support the, frankly rediculous, 20T limit FD have implemented everywhere and am preparred to wait and drop another when you have finished. As that will take about 20% of my cargo, I do reserve the right to resume my flight when I have done so, leaving you to finish collecting your dues. Unfortunately NO pirate I have yet encountered has been reasonable in that regard. They either want "All" or most. What they get then is an increased bounty and my dissapointment.
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But as you say, Murder in itself is not griefing, unless a specific player is repeatedly targetted by the same 'murderer' - or they are using exploits such as ramming other players within the NFZ of a station. [And I am sure you agree with that statement, corret?]

Like I said earlier--you want real consequences for murderers, then you need real consequences pertinent to the daily grind for being good. That means minimal pay, maximum effort, overtime and little reward. If you want realism, we can go full realism. But... if we did... it'd be a game nobody wants to play.

Just what do you think those hardpoints on your ship are for? Sparklers? Flower pots? Tribbles?
As a Non-Combat orientated player, they are a waste of space on a T7. I would need hardpoints on the top, bottom, and both sides of that truck to be able to defend myself against anything quicker than a stunned slug. You prey on the defenceless and claim they can fight. How "Hardcore" of you! And if "Space Truckers" were limited to goods with a profit of 100Cr, that would kill pirating as you guys would be forced into selling at a loss when you consider your expenses and the lower price of selling on the black market! Or are you thinking that you would demand "All" of the cargo? Why should a trucker hand over all his load (Unless FD actually DO implement automatic insurance on cargo so that traders only suffer a 5% loss, then I could care less.) Why should a player hand over even half their cargo? At that point they are not playing the game for their enjoyment, they're playing for YOURS!

I'd be quite happy if traders ships were forced to stay in an instance for a few minutes so I could pillage their hold. IF a few things happened:

1. Their ships stopped moving when I blew out their drives.
2. When I shoot out the hatch completely, all the cargo spills out.
3. When I shoot out the hatch completely, I can limpet as much as I want to grab cargo.
4. The cops don't show up for an extended period of time so I can pick up that cargo.

Make those happen and it'll be great. I won't kill any of the traders. I try to kill as few as possible as is. I don't like killing plants that might continue to bear fruit.

But as it is right now, traders run, traders die... until they stop running. And if they stop soon enough, they pay the tax and get to live.
In my experience, I die to pirates no matter how fast I stop. If I stop, they demand everything. If I am going to have to play for an hour to get back to where I was two minutes ago, I might as well play for two and increase the chance you actually get a bounty hunter after you and give you the excitement of having to play that. [A high bounty, the gift that gives pleasure to others.]

1. This is space. You don't magically stop because your thrusters stop operating. It would be quite irritating if ships with destroyed thrusters would just stop.
2. That would negate the purpose of hatchbreakers.
3. This makes some sense, yes, but I don't know whether this needs some downside or extra difficulty for it to be balanced.
4. In a system with a working security force, especially high security level, of course the cops should show up soon, and any piracy attempt would involve the danger of them showing up at the crime scene any moment. For piracy without interference from the police, there are anarchy* systems, which is precisely where piracy (and crime in general) is meant to be rampant.

*I believe there should be more reasons to go through or into anarchy systems, however. For once, they could provide safe havens for pirates wanted elsewhere, and the economy sim should consider their existence for determining prices. If all the shortest routes to the nearest source of palladium goes through one or multiple anarchy systems, the price of palladium should reflect that added danger, so that traders have an interest in doing trade runs through these anarchy systems.

This is an intelligent post. Have some Rep!
 
One thing that should help pirate is NEW EQUIPMENT.

Especially non-lethal stuff and NOT having it locked to a powerplay faction. The stupidity to have equipment locked to a faction and no other faction have had the means to steal the plans, reverse engineer it or BRIBE a pilot to give up the module is just stupid.

The anti-shield weapon for one faction is an excellent example.
We also have the pulse laser that scrambles modules but we could do better.

-Power Inhibitor Beam Laser that drains energy from the Power Modulator but does no damage to the ship.
-Thermal Overloader Pulse that does no damage to the ship but adds heat to the entire ship.
-ECM/Missile Defense Scrambler Utility Mount (Turns off ECM/Missile defense so Limpets or Missiles can be used)

Hell, just allow us to use the Interdiction module as a "weapon" and that it adds to the timer for the ship that tries to fly away. After all, we cannot STOP a Type9 due to it'sm sheer mass but we should have means to slow it down.

A pirate with a few beams that drains shields and a Cargo Limpet dont HAVE to have the target ship surrender, he just needs to down the shield and hit with a limpet.

Not so sure about better shield based weapons as surely these would risk unbalancing combat across the board?

But once shields are down, I think there should be pirate specific "tool" to enable them to "pirate" better. eg:-
- Grappling tools to "latch on" to their prey and forcibly extract payment etc. When latched on, the victim would not be able to jump, and the "latch" would remain active for a couple of mins?
- Devices/modules to prevent jumping away?
 
Not so sure about better shield based weapons as surely these would risk unbalancing combat across the board?

Well, the Cryotoscramber (does massive damage to shields, but no hull damage) is technically already in the game in a week or so for one faction.

If they make armour tanking a viable mechanic, remove peer-to-peer mechanics and fix wings mechanic we might have an interesting Open Play.
 
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