One way to counter mindless player killing (griefing?)

Also how would this kill PvP? This is about pointless MURDER, as in killing a clean player "just for the lulz" (or whatever RP reason you'll come up with), if you're not willing to pay for that then maybe you shouldn't do it?
Just attacking a trader and demand his cargo, or take it by force by wrecking his ship and then breaking the hatch would not count as murder and therefore not increase the multiplier (if one would be used) so there you'll still get away cheap, way cheaper than the trader btw...
And if they manage to run before you manage to cripple them then you are presented a choice: let him go or take the bounty to make your point. Funnily enough, the first option is cheaper for both of you.

I guess pirating is only fun as long as there are no consequences, eh?

you pretty much mirror my feelings exactly +1 ! when you consider the time a player in a vulure can cost traders in a T6/T7 that time, cumulative needs to somewhat match their own loss when they eventually have their cummupence.

so pirating correctly may only cost a player say 15 mins profit if he just essentially removes the profit of 1 trade run, so do that half a dozen times and that is 1.5 hrs he has put players back.

but a psycho just blindly spotting T6s and T7s and blowing them up can easily cause 4 hrs set back PER CMDR. Do this to 5 players and you should be looking at 20hrs "owed" in terms of pennance imo to make back.

To say this is unfair boggles my mind as all it is is reaping what you have sown for other players, how can it not be fair to have it back at you.

1 thing to add tho.... it cant ALL go to bounties for who gets the kill as that is possibly open toexploitation. it CAN hower come out as X% bountie and Y% goes to the insurance department of the pilots federation to cover some of their losses and Z% goes to the enforcement division to pay AI mercenaries to go after pilots costing said insurance company money. The costs involved against Pilots federation members should ALL come out of the killers pockets so as to again reduce the chances of it being exploitable imo.. non pilots federation members however..... well sucks to be them as they are not under the wing of protection of the pilots federation. (who i sort of see as the mafia, and we are made men )
 
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There is one downside to your idea.
Imagine such a "mindlessly killing" player kills 10 other players, gets 1M bounty on his head and then his friend kills him to take the bounty.
Then they switch places.

Can you see where this is going? :)

If you want to make grief kills toxic; then you need to have a KOS order on all fed/alliance and empire systems for the crime; a period of 30 days or so would sort them out nicely - and push the rats to the Anarchy systems so they can feed off other bottom feeders (smugglers).

Although I would say there should still be room for privateer contracts; which means those same rats will have to ally with one power and stay within that factions space to avoid interdiction and immediate ship destruction at the hands of a capital ship which should be armed with some form of anti-warp tech to prevent the rat from escaping.

- Just thinking allowed here.. all of that would add real spice to the rats day - you know how rats hate attacking the defenceless and having traders served up for breaky. The above would give them the same 'oh hell' that traders suffer in open play - only fair.
 
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Bit of a necro thread this one ;)

OP stated back in Dec 2014 that the repercussions for being a criminal were a joke - roll forward to today and they still are.

It should also be pointed out it's not the amount of bounty that matters but the response from the game. 100cr or 100m cr bounty - it's only a degree of numbers so it's what the NPCs do about it that makes the difference. They're ready to laser you to death in a RES for a 100cr mistake but wrack up a 10m bounty and they do nothing ... should I laugh ?

SJA (dev) has done a sterling job with beefing up the NPC AI - time for the other devs to put this to good effect (or her - unsure who does game logic) Depending upon the system that players obtain a bounty in and different government types & thresholds passed (for the bounty amount) the game should mount an ever increasing police response when spotted. Commit another crime and if reported the response should be quick (randomised slightly but remember they're looking for you now) and proportional to the bounty (imagine an Interdictor turning up for the worst offenders or a fleet of Elite police FDLs! :))

NPC bounty hunters should also start to turn up at last known locations and begin tracking ... heck let the NPCs interdict people and say things along the lines of "I was looking for CMDR X .. you're not him so you're free to go" (come one - draws the players into the game . breathes life into it - lets the good guys know the bad guys are actively being hunted!)

Finally there was the idea floated by FD about killing player pilots (Federation members) - they were supposed to be forced into open for a period of time to stop them hiding from player BHs .. is this the case ? (I don't think so but as I don't kill players I wouldn't know) If not - FD implement it.

Give the criminals something to worry about (and some excitement too) and the good guys something to cheer about!
 
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