General Notoriety and Engineers

Flavour, I'd guess, being a career criminal in-game is fun, notoriety doesn't affect 99% of gameplay in the least, nor does it affect other players in the least, so why worry?
Enjoy your "Holier-than-thou" game and leave us scum to enjoy what little criminal activity the game provides.

As always, if one is bothered by gankers, there are modes where they cannot inhabit, after all.
No, we'll just keep playing an open game with an even bigger blacklist. I'm just naive enough to want to make the game better.
 

rootsrat

Volunteer Moderator
The Pilot Federation is concerned about the total non-punishability of its pilots when receiving a notoriety. Many pilots in the federation are abusing this.
The Pilot Federation has made a suggestion to ALL engineers (since they can remotely interact with and improve modules) if they (engineers) want to continue working for the Pilot Federation they must further influence all their improvements.

Specifically: they remotely install a lockdown module on all existing engineering modules. When they receive a notoriety, all improvements on all modules are disabled until the notoriety is reset.

Not all engineers were happy with this idea, but they had to comply.
Hmm, not quite lore friendly.

C&P is rubbish and does indeed require a full rework IMO, but this isn't it.
 
Yeah I'm aware of that and when I get publicity I go for it myself, it's my choice. I don't even see why I should get away with accidentally killing someone in the settlement. The point is that when you get publicity, you get something to go with it, not just words.

I know, but I'd rather implement a galactic "notoriety" thing where the players with notoriety beyond a certain treshold, flying in open and active are shown on the galmap.
 
Showing them on the galmap might well play into their hands.
Imagine you arrive to cash in on their destruction, only to find they have a wingmate or 2. Then you have a situation where you need one too. Net result is an instance with all the problems that go with p2p instancing in elite.
Yah I see that it appeals so some. But I just know how at worse, it would go.
You drop in upon 2 or 3 of them, your wingmates then drop in, 600km away!
 
It's my idea, I don't think it's perfect.
If you can suggest a better one, I'm all for it. The forum thread is for everyone and I will be very happy that if something will offer optimal, which is easy to implement (program) and many people will like it.
I have, over multiple years. For example this one regards notoriety.


The upshot being that via gameplay people who via legit gameplay are murderers / criminals can via skill kill but have to be on the ball about it. Couple this will other suggestions like


and you have the beginnings of an interesting C+P.
 
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Showing them on the galmap might well play into their hands.
Imagine you arrive to cash in on their destruction, only to find they have a wingmate or 2. Then you have a situation where you need one too. Net result is an instance with all the problems that go with p2p instancing in elite.
Yah I see that it appeals so some. But I just know how at worse, it would go.
You drop in upon 2 or 3 of them, your wingmates then drop in, 600km away!
...but other players may stay away, so it's double edged.
 
...but other players may stay away, so it's double edged.
IIRC I had a thought a bit like this that tied into the scan idea- in that, if you are scanned you are visible until you either change ship or a set time away from that faction / superpower (or go to an anarchy system and lie low).

It ties nicely into the 'smuggling yourself' idea and that you have to be mindful outside of violent encounters.
 
No matter what, notoriety won't stop gankers (and IIRC being pledged to a powerplay power bypasses notoriety completely if killing another player who's pledged to a different power) and only inconveniences "lawful" players who occasionally commit coincidental manslaughter or get accidental notoriety in AXCZ-s when an NPC flies through their cooling beam and then is killed by the interceptor.

Right thing would be to get rid of notoriety completely and replace it with infamy that you raise by getting bounties whether you kill a clean ship/NPC or not (eg trespassing, attacking clean skimmers and surface defence turrets will increase your infamy). High infamy unlocks more "shady business" with factions and getting bounties in a system increases your reputation with the anarchy faction(s) in that system. High infamy makes system security more suspicious of you and you get frequently interdicted and scanned by them (and shot at when you're wanted in the system), to a point that you need to use the SCO drive to get anywhere in a high security system. This would also disrupt the gankers—they need to move around the system constantly to avoid being pulled every 10 seconds when camping at the main star in Shinrarta Dezhra.

Reach high enough infamy and you won't be able to do high paying legal missions, but you get to do some very lucrative high risk illegal ones. Illegal missions are on a separate "darknet" mission board from anonymous contacts—you still see which faction wants you to do the shady business, but it won't be asked by their public figurehead. Infamy will decay on its own over time, but much slower than notoriety and only at low levels. Maximum infamy is semi-permanent and can only be lowered by doing certain missions.

That would be my ideal C&P which incentivizes a criminal career—lucrative and interesting missions involving piracy, assassinations, espionage, sabotage. And as much it disincentivizes being just a random murderhobo—having high infamy makes getting around in medium security systems moderately inconvenient and in high security systems you need to be fast and plan your travel to try and minimize stop-and-scans.

On a side note, powerplay NPC-s should be more aggressive. I shouldn't be able to interdict a wanted enemy PP NPC without them starting to shoot me immediately no matter if I have a PP bounty on me or not. And PP NPC-s should interdict me—otherwise what's the point of wanted PP NPC-s flying around in my power's HQ system?
 
The trouble with npcs Is that their invariably not engineered. So killing them (@ stacked massacres for example) is no challenge. Cmdrs bypass the hard ones for easier ones ina high res or even a lower res. Even the haz res ones are a walk in the park with a beamvette so as not to have ammo issues.
The whole mechanic needs a pass so that npcs scale with their cmdr opponent and his/her criminality. So going by existing Noteriety a 10 would invoke the very hardest of npc feds and police as well as haulers pp npcs etc.
Flagging a 10 Noteriety cmdr would be a fix IF instancing was reliable. A bubble-wide "summon" to a given location within menu selection for opponents to dispense insta-justice would be a bonus hehe.
But again the instancing p2p would shoot this down in flames.
The root issue is open not being a true sandbox.
 
The trouble with npcs Is that their invariably not engineered. So killing them (@ stacked massacres for example) is no challenge
They do exist—I was hit with a plethora of weapon experimental effects (including corrosive) while fighting Competent and Expert level NPC-s in a Threat 5 Weapon Fire signal🙂 Ships sent after you during missions already seem to scale with your level, the Deadly and Elite 'Condas I see almost exclusively are tough nuts, especially when they have an SLF with them.

The system authority ships along with high and haz RES pirates just need a little buff—HRP-s, MRP-s and grade 3 to 5 weapons with experimental effects. Low and medium RES are fine as is, gotta have something doable for n00bs, too. Making the NPC-s in RES-s scale with player level is not simple—what if several players, some Harmless, some Elite 5, are in an instance?
Even the haz res ones are a walk in the park with a beamvette
That's why I don't fly my 'Vette often anymore. It's just too OP in PvE. Smaller cheaper ships are more interesting—eg a Cobra even at G5 is vulnerable and needs a good pilot to win a fight against a high level NPC. Even combat ships like Vulture and Chieftain don't allow you to get lazy in a haz RES🙃
 
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