Proposal, make Anarchy systems actually dangerous and add a criminal reputation

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.
 
I think as it stands "Anarchy System" is an ambiguous tag.

For systems where there's no population, why not tag the government type as "none"?

Why not have 2-3 major criminal factions in the galaxy who's systems are truly anarchy and proper dangerous and for the rest of the anarchy systems, have "feeder" minor criminal factions that align up to the major ones in much the same manner as Federation, Alliance or Empire factions (major and minor) do now?

Clicker
 
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.

This! That warning should actually mean enter at your own risk for a reason because you are entering pirate country and there is a real danger. It should also be removed when jumping into an uninhabited system.
 
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.
 
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.
 
It's worth noting amongst all this.... if you go to an Anarchy-controlled system and commit usually-criminal offences against the general factions operating in that area... no criminal punishments will apply; that's what absence of law means. You'll still lose rep with the respective factions, criminal or no... so your actions still don't occur without critical assessment.

However, if you go to a facility controlled by a lawful entity within that Anarchy-controlled system, and commit a crime, you'll receive a bounty, notoriety and all the other bits associated with criminal activities.

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.

Yup... though I'd add:
  • The most profitable location for a criminal-player to make money, and coincidentally the riskiest, should be High Security[1].
  • Conversely, the most profitable and highest-risk locations to make money undertaking lawful activities, should be low-security/anarchy.

I have other thoughts about what security, criminal activity and of course hostile reputation should mean/cause, but I'm not up for writing my usual essays on this subject.

[1] Although the most profitable place to offload stolen goods from high security space, should be anarchy systems, where the "stolen" price debuff no longer applies.
 
Apart from a few Anarchy systems near the Bubble, in PvE I've never encountered a single AI ship passing through. Anarchy seems to be an all encompassing term to cover every uninhabited system between Explorer's End and Beagle Point - doesn't mean they are a hot bed of unfettered crime. So agree with posts above that the nomenclature should be changed to something more benign - uninhabited or unregulated perhaps. That way you could designate specific systems as truly anarchic, maybe have a couple of pirate stations, rate by difficulty and would be an excellent place to go and grind your combat Elite, removing the risk of accidentally firing on in system authority ships.
 
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?

Yes, that would be exciting changes I think.

In general some very good suggestions in this thread.
 
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?

This has been suggested so often, and it so obviously the sensible thing to do... :(
 
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.
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:
  • Core: Systems with a lot of heavily populated neighbours.
  • Frontier: Some neighbours, but not as many or as populated.
  • Outpost: One or no nearby populated systems.

My 2 cents about NPCs in populated anarchy systems: There should be pirates, but not necessarily very skilled ones. The cargo ships should always have an escort. There might also be a small chance of encountering crazies that emulate CMDR gankers. They give some flimsy reason like "we don't take kindly of you Pilots Federation types around here" and try to kill you.
 
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.
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.
 
To be fair, Frontier did alter the response times and numbers of authrity ships in Anarchy to high security not that long ago.

It's just most people feel the difference isn't enough. It used to be even less of a difference though.
 
criminals should not be "well-respected" in anarchies. is not pirate free havens. that should be unpopuöated asteroid bases and such.

As for gameplay ye and no. ye if they move the cancer ai there and remove random pimped ai spawning on player combat "rating". no if they keep the engineer cancer everywhere without giving players a choice.
 
I guess it's a mute point, but I would have thought an Anarchy system made up of pirates would begin to turn on eachother as much as a trader as they would fight to claim the trade route / main system area for themselves. This would bring an ironic political stability of sorts and as the weaker pirates then lose out (or the visiting traders diminish) the pirates would surely be forced to operate in other nearby systems which would obviously come with more risk from authorities but still with the potential for reasonable rewards. However; in the game I liked the original Elite where Feudal and Anarchy planets were just simply pretty mad places to go, and others like democracy were safe. Not realistic, but funny and great for the game. So I guess there needs to be a balance here for some realism too where if you fill your cargo with void opals and go to an anarchy planet then rewards for a successful delivery and sale should be fully justified.
 
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