RES Difficulty Based On Security Level

Simples!

I have no idea if this issue "thing" already, but IMHO, the RES spawning is seemingly so random, I've not noticed a difference in difficulty based in where I am.

So basically, we have Low, Normal, High, and HAZ RES sites.
And we have Anarchy, Lawless, Low, Medium, and High security.

(I'm not actually sure what the difference between lawless and anarchy is!)

Anyhoo, if you add (more) weight to the security level of the system, against the type of Res, you can make Twenty difference difficulty levels of RES. :D
Some would overlap so, probably not exactly right.

A High Security, Low RES would be he easiest possible RES, while an Anarchy HAZ RES, would be the most difficult possible.

I'd like to stress that an Anarchy HAZ RES, should be insanely more difficult than it is now. This would be the natural place for wings and high level players to go. And it'd not just be pirates in Anarchy HAZ RES sites you'd need to worry about, you could have all sorts of crazed random murderer NPC's, and local crime lords randomly attacking you, even without cargo.


Thoughts?

CMDR Cosmic Spacehead
 
I broadly agree that linking NPC aggression to the security level is a good idea, but while low security should attract more dangerous pirates, it would also attract more capable Bounty Hunters seeking their prey, and tougher miners & traders, so I suspect the overall difficulty wouldn't change that much.

It would add some variety though.
 
I broadly agree with this suggestion too......I also want RES's to have something within them to justify them being locations you can plot in Super-cruise. An outpost, Megaship or CQC structure.....thus justifying both the high traffic & the police presence. Every other part of a ring could then be a de-facto Haz-RES. How hazardous being determined by the security level (i.e. how soon can you expect back-up?)
 
I also want RES's to have something within them to justify them being locations you can plot in Super-cruise.

As I understand it they are regions of the ring that are seeded with yield increasing bacteria or similar, making mining more productive. They are primarily intended as mining areas, the sporadic pirate spawns are intended to allow mining during the lulls in activity.

This mining advantage risk/reward mechanic is somewhat undermined by simply flying a few tens of Km away from the RES drop-in point. No baddies but you still get the mining bonus.

Nothing to do with the suggestion, just an FYI :)
 
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