Renown GANKER ERADICATOR / BOUNTY HUNTER - This is what I want to be when I grow up!

Been asking for this as long as I can remember. Where's the meaningful PvP, FD?

I would also support, alongside this, improvements to the tracking tools as it's otherwise way too easy for the skill-less gankers to escape. Any half decent shields and speed and it takes far less skill to run away than it does it secure a kill - and tracking them once they've fled is nigh on impossible due to the wake scanner being as much use as a chocolate teapot.
 
I was gonna show my support until I read this bit. Just goes to show how ignorant some players are about "griefers".

I did think that, but then I remembered that the gankers won, and smiled: OP is sat behind his keyboard crying over a game, and elements of that game that are intentional.

Still doesn't mean I'd dismiss some tracking improvements and meaningful PvP.
 
Can we get PvPer opinions in here. Does anybody here play pirates and PvP who agree about just the concept alone?
 
A- 90% of the PvP players would welcome this but..

B- You are likely under estimating how good most of them are and how well engineered they are.

C-The tools you speak of are in game somewhat. If people aren't stepping up at CGs now I doubt that will change.
 
A- 90% of the PvP players would welcome this but..

B- You are likely under estimating how good most of them are and how well engineered they are.

C-The tools you speak of are in game somewhat. If people aren't stepping up at CGs now I doubt that will change.
Lack of incentive to step it up. Put incentive and done, fixed.
 
OP, in order to achieve that:

1. You need a mechanic preventing "gankers" from claiming the increased reward by killing each other (this is why the bounty payment is currently capped).

2. No way you are beating "gankers" as they are all by yourself (unless you are exceptionally good, and even then it's problematic), because "ganking" is by definition done by a group of people. So you probably need a mechanic to find help in form of other players quickly.

3. You need a mechanic that will keep "gankers" tagged as such after they switch ships.

This translates into rather deep rework of a number of in-game mechanics, including crime and punishment system.

P.S. Almost forgot.

4. Since the "victims" are typically not without a sin themselves you need a mechanic that will punish all the people that would combat log as soon as they see "gankers" in their instance.
 
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