I remember when i did my first jump in an anarchy system.
When i saw the red warning and the Press Y to Abort i actually did aborted the jump.
The warning was clear. Something bad could happen if i made that jump.
Well... everyone knows it's not the case.
Been mentioning it for some time - we need C&P related SECTORs.
CORE sector - power play capital world and any system within <amount> LYs from it. High security, immediate response to crime. Easy time for lawful citizens, hard time for criminals. High tech, tourism stations.
MID RING sector - systems within given PP influence but farther from capital world. Medium security, delayed response to crime. Rather easy time for lawful citizen but hazards can occur and piracy and crime happens. Extraction, refinery, agricultural stations.
FRINGE sector - PP backwater. Still under influence but far reaching. Low security, no response to crime. Hard time for lawful citizens, easy time for criminals. Bounty hunting grounds. Conflict zones as those fringe sectors would cause frictions between PPs.
Totally agree. Security should mean something, now it means practically nothing. I’ll rob you in a high sec just as easy as I will in anarchy and that’s ridiculous.
Currently, anarchy systems are just like any other system. There’s really no danger in visiting one. Personally, I think that should change.
I think they should be populated with pirates, that are not as incompetent as most NPCs. Interdictions from these pirate should be much harder to win and they should have engineered weapons and such. To balance this, the profits from trading in an anarchy system should be much higher.
Criminal commanders, like myself, should also receive a reputation based on criminality. Commanders with a high criminal status should be respected and welcomed in anarchy systems while met with suspicion and difficulty in lawful systems.
Would anyone have any problem with the above?
Currently, anarchy systems are just like any other system. There’s really no danger in visiting one. Personally, I think that should change.
I think they should be populated with pirates, that are not as incompetent as most NPCs. Interdictions from these pirate should be much harder to win and they should have engineered weapons and such. To balance this, the profits from trading in an anarchy system should be much higher.
Criminal commanders, like myself, should also receive a reputation based on criminality. Commanders with a high criminal status should be respected and welcomed in anarchy systems while met with suspicion and difficulty in lawful systems.
Would anyone have any problem with the above?
I thing this or similar classification could also be used in determining what sort of missions get generated. You wouldn't get a source and return mission from an isolated asteroid base and so on. The types in my original idea was a bit different, though. They would be classified procedurally:Been mentioning it for some time - we need C&P related SECTORs.
CORE sector - power play capital world and any system within <amount> LYs from it. High security, immediate response to crime. Easy time for lawful citizens, hard time for criminals. High tech, tourism stations.
MID RING sector - systems within given PP influence but farther from capital world. Medium security, delayed response to crime. Rather easy time for lawful citizen but hazards can occur and piracy and crime happens. Extraction, refinery, agricultural stations.
FRINGE sector - PP backwater. Still under influence but far reaching. Low security, no response to crime. Hard time for lawful citizens, easy time for criminals. Bounty hunting grounds. Conflict zones as those fringe sectors would cause frictions between PPs.
This is a prime example of unfinished game design (there isn't actually a threat looming) and inconsistent game word, because the game never tells us anywhere else to press a certain button during normal operation of our ships.I remember when i did my first jump in an anarchy system.
When i saw the red warning and the Press Y to Abort i actually did aborted the jump.
The warning was clear. Something bad could happen if i made that jump.
Well... everyone knows it's not the case.