General New module suggestion (introducing PvP consent trigger mechanic)

Disclaimer: this is not supposed to be yet another Hotel California thread, not suggesting to remove any game modes etc.

Pilots Federation presents - new module prototype, supposed to be pre-equipped on all new ships - Counter-Aggression Scrambler (CAS) (the module name is subject of change).
The module is being developed at laboratories of Pilots Federation to prevent unprovoked acts of human-to-human aggression.

Current module prototype occupies size 1 optional slot (as tested only for small ships). Production version could be relevant to ship size, e.g. size 1 for small, 3 for medium and 5 for large - to be defined if module is certified by the community.

While being activated produces significant impact to potential agressor ship, such as:
  • interferencing interdiction module (providing significant advantege while attempting to evade interdiction)
  • causing malfunction of attacker weapon modules (while being targeted at your ship)
  • causing malfunction of agressor shield generator (shild shuts down if attacker attempts to ram target with shield active)
  • causing malfunction of agressor powerplant (temporary reload if attacker attempts to ram targets without shields)
Ship equipped with the module is shown on others radars as hollow circle (as opposed to triangles and squares), unless opponent ship scanned target ship scramble codes (see below).

IMPORTANT: Every time ship equipped with the module lands at space stations, planetary ports and outposts (last respawn port) the module scramble codes are changed. Despite being treated carefully the codes can still be stolen and sold to potential interested party (other commander) at dedicated station contact. Alternatively the codes can be obtained by scanning target ship high wake signature. The others can use these codes to effectively counteract CAS module effects.

What is also important, the module will be automatically deactivated while:
  • player performs any aggression act against other human ship, SRV or character on foot
  • accepting and joining to wing missions
  • taking any missions having influence as reward (reward type needs to be chosen upfront)
  • carrying PP cargo or holding PP merits
  • holding non-zero notoriety
Manually activating this module (if possible) will take relatively long time (1 minute).

Upon activation all the above mentioned conditions will be toggled with respective consequences - missions will be abandoned, PP cargo jettisoned, PP merits cleaned.
Having non-zero notoriety prevents this module to be activated.

In addition all Apex taxi ships are equipped with this module. Everyone can attempt to interdict Apex with 99.99% guarantee that Apex pilot evades intediction (why - to not break lore and immersion).

As possible consequence Pilots Federation expects more pilots to be pulled together, contributing to the prosperity of the human race towards the conquest of the galaxy!

Not to delve into the mechanics laid out here but the concept appear good since in real life, you have fighters/interceptors that carry advance weaponary for interception etc. (i.e. interdiction) but equally you also have advance Electronic Warfare Pods & dedicated jamming platforms to counter these interceptions. At the moment there is nothing in game to counter interdiction except standard routine of throttling down. In short, you have an FSD Interdictor Module then it's logical there should also be available an FSD Interdictor Jamming Module!
 
At the moment there is nothing in game to counter interdiction except standard routine of throttling down.

The evasion minigame does exist tho, that's the counter to interdiction and it even drops your pursuer to his own instance with a FSD cooldown.

Try interdicting some people and learn from the ones who can actually evade, it takes some skill to maneuver during the interdiction succesfully. It's not like the interdictor instantly pulls a target into an instance with them as some people here seem to think.
 
The evasion minigame does exist tho, that's the counter to interdiction and it even drops your pursuer to his own instance with a FSD cooldown.

Try interdicting some people and learn from the ones who can actually evade, it takes some skill to maneuver during the interdiction succesfully. It's not like the interdictor instantly pulls a target into an instance with them as some people here seem to think.
There are probably two sides of a coin. It exists - yes, and under normal circumstances can be used. But at the same time considering e.g. Vulture vs T9 - probably not the easiest task for T9 pilot to evade. If not counting some hacks and/or issues with network code...
 
Dunno, I've managed to evade FDLs in a t-10 and used to avoid interdictions when still flying my t-9 as a trader.

Most people trying to interdict other player haven't ever learned how to even play the minigame as everyone instantly submits, use that to your advantage :D
 
The benefit is to not be stresed by seeing hollow triangle on the radar in SC, while still keeping close attention on the constraints (no return fire, keep your wakes safe from scanning etc). So no immediate threat, but still possible indirect ones.

How is that a benefit?

Click open -> accept CMDRs can attack you.

This is the point I'm trying to raise. What are your assumptions for this module being necessary?
 
I appreciate the OP's desire to have a PVE PVP toggle in Open to facilitate player interaction and make PVP still available to those players that want to engage in it.

I am currently sitting in Open on a planet's surface in an Anarchy system waiting for my 4 Notoriety to decay while I play other games.

Clearly the C&P in this game is broken, and the consequences for unlawful murder are just about logging player hours and not about having an actual consequence for players.

This is a 7 year old game, with much bigger issues than the PVE/ PVP partitioning that should have been built in from the start.

I used to champion for concept's like those advanced by the OP, but now - it really is time to move along. Here is a very old meme - enjoy.

move-along-move-2c57a8a2d8.jpg
 
How is that a benefit?

Click open -> accept CMDRs can attack you.

This is the point I'm trying to raise. What are your assumptions for this module being necessary?
I mean, that could not be a benefit for ones looking for more stress.

What is benefit of having Pilots Federation district (starting area)? Why not to replace it with solo mode for new players?

The necessity of the module is to provide a way to softly re-introduce open mode to solo players if they feel comfortable to meet other people online (those who doesn't immediately attempts to kill them without giving a hint about their motivation).
 
I mean, that could not be a benefit for ones looking for more stress.

What is benefit of having Pilots Federation district (starting area)? Why not to replace it with solo mode for new players?

The necessity of the module is to provide a way to softly re-introduce open mode to solo players if they feel comfortable to meet other people online (those who doesn't immediately attempts to kill them without giving a hint about their motivation).

Examine your assumptions in light of:-

1. Open is the most popular mode
2. Do solo or PG players WANT to be re-introtuced into Open?
3. How does "nerfing" PvP benefit the majority of CMDRs who play in Open already?

"nerfing" is in quote marks but as it makes a G5 engineered ship take a bit more time to stop and destroy another ship it is technically a nerf.
 
1. Open is the most popular mode
Out of curiosity, what is it based on? Does FDev publish this type of statistics? How does it correlate between PC and consoles?
2. Do solo or PG players WANT to be re-introtuced into Open?
Surely not all. There is also large amount (I guess) of those, who is not able at all to play in open (like having no XBox live gold). If I played Solo, I would consider to give it a try. And to the ones being ganked and complaining - there would be another alternative suggestion, besides "don't fly without rebuy", "git gud" and go play solo/pg.
3. How does "nerfing" PvP benefit the majority of CMDRs who play in Open already?
I don't see it as "nerfing" really.
  • All the activities, which are currently "supposed" to be played in open (like PP and BGS), would effectively restict usage of this module. As "supposed" I meant it often provides much richer game experience to play in a group and by some communities is encouraged to play open-only.
  • While the others which is (imo) better suited for "solo", would certainly benefit from using the module. Imagine meeteng like-minded person on a long exploration trip in the middle of nowhere, mining in a group of people you met just 30 minutes ago for the first time, participation certain community goals etc.
 
The stats came from a live stream where Open was declared the most popular mode, by some margin.

People have been debating the meaning of the words "most", "popular" and "some margin" ever since. It's from a couple of years ago too so who knows what the state of play is. The point being is that Open isn't short of pilots.

There's really no need for an alternative to getting better at the game. No need here refers to the dev time it would take to implement this ideas when there are existing mechanics to prevent what you are talking about.

SImplistically, idiots bray "gitgudbgitgud" but there is a lot of depth and make importantly gameplay in balancing the needs of a non-combat ship to meet that, in the worst case, 15 second timer that is needed to high wake.

It's a combination of know-how on ship modules and builds (including engineering at the even more advanced level), but more importantly reading the scanner and using the in game tools (such as a bandwidth monitor) to be hyper aware of your surroundings. Add onto this there are 3rd party tools that make your life as a non combat Open CMDR easier, and with experience you get to know where the hotspots are.

This forum is an easy source where helpful players can give specific advice, training etc etc.

Of course, I recognise that gameplay isn't seen as desirable for some - hence why choosing the appropriate mode is very important.

Finally - no activity (as they currently stand) is "meant" for Open only. Both BGS and PP can be performed in any mode and whilst I am an advocate for some elements of a re-imagined PP being Open only that is not the case.

Sadly, the examples you give of meeting large numbers of CMDRs without prior out of game arrangement is practically nil - that's even before considering the network and instancing requirements.

TL:Dr solutions already exist that don't need Dev time, so it's a no from me.
 
There's really no need for an alternative to getting better at the game. No need here refers to the dev time it would take to implement this ideas when there are existing mechanics to prevent what you are talking about.
The thing is - this is suggestions forum. One comes up with ridiculous idea, which by coinscidence my sparkle new idea in some others brain. If some idea being discussed and polished becomes popular in the community it can finally reach ears of developers, who may see (and may not) additional opportunity to improve current implementation. Not necessary it is stated and fixed in the OP suggestion.
Sadly, the examples you give of meeting large numbers of CMDRs without prior out of game arrangement is practically nil - that's even before considering the network and instancing requirements.
From my very limited mining experience - there is plenty of people being active in local/system chat, but no one playing in open (you can ever see in SC or in ring hotspots). Not sure if only network/instancing is the issue.
 
A PvP flag is still a PvP flag, and still a bad idea given how easy it is to grief without ever firing a shot, and Fdevs dislike of active moderation. Open should stay wild wild west anyway. I am all for improving the PG system to allow unlimited members, along with way better in game tools for managing PGs, or, and this is the best option that we will almost certainly never have, an actual PvE open mode.

Yeah, the same people that consider interdicting and blowing you up for no discernable reason, or station ramming, or camping Farseer for new players to murder, fun, the griefers, will follow us to the PvE mode, and do their best to continue mining salt, but they will be few and far between if we all do our part and just block them as they pop their little troll heads up. The other PvPers would stay in open and we would be out of their hair and they ours.
 
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So from what I can gather the purpose of this is a way for people who play in solo for fear of ganking (note: no judgment here, I myself play mostly in solo, don't want to spend hours mining only to have lose it to someone who thinks it will be funny in a one sided fight :p) have reasons to play in open? if that is the case, I have an alternate proposal to combat this:

hiring NPC escorts, you could hire them for a set amount of time, and depending on how much you are willing to pay will determine there rank and ship / engineering

as a big part of the issues with PVP is that its an uneven setting, when you're in a type-9 fitted for cargo hauling, and they are in a FDL fitted for PVP, well you can be pretty sure which way the fight is going to go, so by having some AI escorts it will help even the playfield and give PVPs a second thought of engaging that random player flying by (do I really want to engage that type-9 that has two elite ranked Anacondas escorting it armed with reverberating cascade torpedos?)

And in reality I'm sure it will actually be more enjoyable for the people trying to engage in PVP, I mean how much fun can you really have attacking something that can't really fight back
 
hiring NPC escorts, you could hire them for a set amount of time, and depending on how much you are willing to pay will determine there rank and ship / engineering
I like the idea of forming a wing with NPC. Not sure it can solve problem with ganking though. People still want to fly in high sec systems with paper shields. Your escort will survive gank, but you most probably not.
 
so what your suggesting is people play in an solo mode under a non engineered ship and they suddenly thrusted into open no matter how far they got we the engineering grinded and face a clipper or an anaconda in diction. that would work. Doesn't matter about they have propably less crs than you or aren't in a group/faction
 
I like the idea of forming a wing with NPC. Not sure it can solve problem with ganking though. People still want to fly in high sec systems with paper shields. Your escort will survive gank, but you most probably not.
The NPC ships could be equipped with regeneration sequence beam lasers
 
sorry npc ships don't always work either that well. I done a full circle on a npc just so he could flip over and drive straight into us, that has happen a few times now.

the only suggest i make is a toggle on the menu somewhere, were pvp/pve modes would be made invisible or visible to the mode selected. so if they try to pvp you and you selected pve mode, they just fly straight threw you.
 
The NPC ships could be equipped with regeneration sequence beam lasers
You still need to equip quite decent shield. Otherwise there is nothing to regenerate if your shield and hull are destroyed in one shot ;)
But I don't have much experience with regeneration lasers using them myself. Maybe if NPC have 2 turreted ones covering 360 degrees sphere and starts regeneration before enemy opens fire, it could work.
 
sorry npc ships don't always work either that well. I done a full circle on a npc just so he could flip over and drive straight into us, that has happen a few times now.
I heard there was another version of NPC at the beginning, which were too "skilled" for players to deal with. Maybe that one should be chosen to form escorts.

Also I noted sometimes even master level NPC escort, is much more hard to beat than deadly/elite ones. Could be everything due to engineering.
 
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