Hey FD, I kind of sort of noticed that there is a lot of issues with people complaining about 'combat logging'... I will take this out of the obscure reddit post where I have put it and slap it in here, you never know who might read it. I think the issue (e.g. 'combat logging') might be partially fixed with heftier sanctions for murderes. Like you kill a CMDR, you get actively chased down by police and bounty hunters. A LOT. Elite wings and the like. That would bring down the number of people who kill others 'for the lulz'... Kind of like what happens in real life, you kill somebody publicly, there's a good chance police will arrest you and you'll spend the rest of your days in jail.
Now, I see the combat log issue as generated by players that go around and kill others for fun, without a reason. I have been attacked out of the blue by CMDRs without a word of warning while bountyhunting in a RES... I have never combatlogged but I can see why somebody would go, if given the chance, especially if the scenario becomes a 4on1 kind of thing. That's space gang- , not fair play.
So, I think the application of game mechanics that properly prosecute such behavior from players might dissuade anybody who lightly kills other players. You could set rules such as:
A player kills a player of his same faction/power (in his faction territory): (faction and) bounty hunters get on his tail
A player kills a player of an opposed faction/power (in the opposed faction territory): (opp. faction and) bounty hunters get on his tail
A player kills a player with no faction: whatever faction/power sec forces and bounty hunters get on the murderer's
All of the above for a length of time variable, as variable should be the intensity of the reaction, based on the forces ratio (people who gang- should get beaten more than people who go 1on1), so if at the time of the killing the player was in a wing of 4 against 1 player he will get 4 time the probability to get stopped by bountyhunter, faction/power emissaries, and faction/power security.
In brief, something like what happens when you fail missions should happen, just A LOT more aggressive and challenging. That would make people take PvP a lot more seriously. As, IMHO, should be. As a result, PvP should diminish to only when necessary (e.g. assassination, encounters during undermining/powerplay missions etc) minimizing the random 4on1 things and the combat logging issue.
It is a long shot but I thought the mechanic could be interesting.
EDIT: I am now seeing the gang- word has been censored. Wasn't my intention to be offensive but I have no other words to express how I feel about that event happening.
Now, I see the combat log issue as generated by players that go around and kill others for fun, without a reason. I have been attacked out of the blue by CMDRs without a word of warning while bountyhunting in a RES... I have never combatlogged but I can see why somebody would go, if given the chance, especially if the scenario becomes a 4on1 kind of thing. That's space gang- , not fair play.
So, I think the application of game mechanics that properly prosecute such behavior from players might dissuade anybody who lightly kills other players. You could set rules such as:
A player kills a player of his same faction/power (in his faction territory): (faction and) bounty hunters get on his tail
A player kills a player of an opposed faction/power (in the opposed faction territory): (opp. faction and) bounty hunters get on his tail
A player kills a player with no faction: whatever faction/power sec forces and bounty hunters get on the murderer's
All of the above for a length of time variable, as variable should be the intensity of the reaction, based on the forces ratio (people who gang- should get beaten more than people who go 1on1), so if at the time of the killing the player was in a wing of 4 against 1 player he will get 4 time the probability to get stopped by bountyhunter, faction/power emissaries, and faction/power security.
In brief, something like what happens when you fail missions should happen, just A LOT more aggressive and challenging. That would make people take PvP a lot more seriously. As, IMHO, should be. As a result, PvP should diminish to only when necessary (e.g. assassination, encounters during undermining/powerplay missions etc) minimizing the random 4on1 things and the combat logging issue.
It is a long shot but I thought the mechanic could be interesting.
EDIT: I am now seeing the gang- word has been censored. Wasn't my intention to be offensive but I have no other words to express how I feel about that event happening.
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