ED holds a lot of data on players and NPCs, but its all over the place and hard to parse quickly. One area is players past behaviour- how do you trust another player?
One possible way is collating a players notoriety / assaults / murders and showing them in a simple inline format (N1,A2, M3) next to their HUD scan (for example CMDR XYZ (N1,A2,M3 where N is notoriety, A is assault and M is murder).
Here are four hypothetical example pilots with this in action:
Player 1 has notoriety 10, assaults 10 and murders 12 (N10,A10,M12)
Player 2 notoriety 3, assaults 12 and murders 2 (N3,A12, M2)
Player 3 is not 0, assaults 30 and 0 murders (N0,A30,M0)
Player 4 is not 0, assaults 2 and 0 murders (N0,A2,M0)
If each player had this condensed info in a scan, you can at a glance know exactly what a player is like. From the four examples above:
Player 1 is a murderer and you should just run right now. High notoriety, high assaults and lots of blood and guts over his canopy.
Player 2 is a violent pirate in that they have killed a few people but not a lot (far more assaults than murders). Either way exercise caution.
Player 3 is a skilled pirate and if they pirate you, you have a low chance of being killed. You will however have your face punched
Player 4 is someone who has poor trigger discipline and is a normal player- they have not killed or have notoriety (since only murder gives you notoriety) but have low assault charges.
In short, knowing how many assaults, murders and notoriety at the same time is valuable info and can inform you of a players character from the last couple of days (since values change). If you can see this in supercruise etc you can anticipate problems and plan.
One possible way is collating a players notoriety / assaults / murders and showing them in a simple inline format (N1,A2, M3) next to their HUD scan (for example CMDR XYZ (N1,A2,M3 where N is notoriety, A is assault and M is murder).
Here are four hypothetical example pilots with this in action:
Player 1 has notoriety 10, assaults 10 and murders 12 (N10,A10,M12)
Player 2 notoriety 3, assaults 12 and murders 2 (N3,A12, M2)
Player 3 is not 0, assaults 30 and 0 murders (N0,A30,M0)
Player 4 is not 0, assaults 2 and 0 murders (N0,A2,M0)
If each player had this condensed info in a scan, you can at a glance know exactly what a player is like. From the four examples above:
Player 1 is a murderer and you should just run right now. High notoriety, high assaults and lots of blood and guts over his canopy.
Player 2 is a violent pirate in that they have killed a few people but not a lot (far more assaults than murders). Either way exercise caution.
Player 3 is a skilled pirate and if they pirate you, you have a low chance of being killed. You will however have your face punched
Player 4 is someone who has poor trigger discipline and is a normal player- they have not killed or have notoriety (since only murder gives you notoriety) but have low assault charges.
In short, knowing how many assaults, murders and notoriety at the same time is valuable info and can inform you of a players character from the last couple of days (since values change). If you can see this in supercruise etc you can anticipate problems and plan.