Security responsiveness

Should security in high security systems react faster than they do?
In the event that a player is interdicted in a high-sec system by a pirate, should the security forces drop in nigh instantly to assist?

Combined with increased security ability and prevalence it might make trading within high-sec systems more viable for newer players. As a trade off, the profits would be lower. It stands logically as a safer route will have more traders moving commodities.

Conversely, low-sec/anarchy systems could have drastically increased profits but obviously a more dangerous route.

It doesn't seem as if anything like this really functions properly at the moment. More often than not even NPC pirates will destroy a player before the NPC security is effective.
 
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I've seen them respond almost instantly before...not sure what determines it as I didn't note the security level. I do know I was in a Shipping Lane, though.

Note: You've got white font applied, so I couldn't read it on my theme without highlighting. Consider editing and using the remove format function.
 
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no idea why the font did that.

I have seen them respond quickly sometimes, but its been the exception rather than the rule.
 
I think they should model themselves with the eve online concept. Not completely but based on their mechanics

1- highest security systems should have instant security forces
2- the lower the security the longer the time delay should last.
3- no security system = no security forces.

but unlike eve online, Security should not be god mode on you will die in 1-2 shots, but instead, present a challenge in which you can come out alive if you are good enough.
 
Yes, but ... what really needs fixin' is the Presumption Of Guilt. They'll always scan you first whil'st you're getting blown to bits, merrily assuming your are THE perpetrator and ignoring that it was YOUR beacon that hailed them. Thanks guys! Just once in awhile could your target the other guy first!
 
They should drop in and open fire on the person who did the interdiction. There should be no delay to that in a high security system. As it stands, a few useless vipers drop in, screw around for a while and then get blown up after the trader is confetti.

I'm not even a Trader and I can see the issue there :p
 
Should security in high security systems react faster than they do?
In the event that a player is interdicted in a high-sec system by a pirate, should the security forces drop in nigh instantly to assist?

Combined with increased security ability and prevalence it might make trading within high-sec systems more viable for newer players. As a trade off, the profits would be lower. It stands logically as a safer route will have more traders moving commodities.

Conversely, low-sec/anarchy systems could have drastically increased profits but obviously a more dangerous route.

It doesn't seem as if anything like this really functions properly at the moment. More often than not even NPC pirates will destroy a player before the NPC security is effective.

Well, personally, I've had no issue with security responsiveness in High-Sec systems.....are you sure you have "Report Crimes Against me" switched on?

Either way, you might well see further improvements and differentiation between systems now that players will get an advanced notice of what the security level is of the system they're jumping into.
 
We complain about insta-spawn from purates so pls no insta-spawn for police. Pirate players need a chance too. They should have a short delay as it will make sense.
-high security: short delay and anacondas spawn
-medium security: medium delay and medium ships spaw
-low security: longer delay and vipers spawn
 
We complain about insta-spawn from purates so pls no insta-spawn for police. Pirate players need a chance too. They should have a short delay as it will make sense.
-high security: short delay and anacondas spawn
-medium security: medium delay and medium ships spaw
-low security: longer delay and vipers spawn

Give player pirates a chance? It's almost impossible to lose as a pirate unless you interdict a commander and they combat log :p
 
In high security, the time to arrival for the police is fine. The problem is that they
a) may spawn too far away,
b) will take their time to check out the player(s) for illegal cargo before even considering doing something about the pirate doing what a pirate does right in front of their eyes.
 
I've also see them arrive, whilst I am fighting a wing (yes, you've guessed it, the old pirate wing in the salvage USS's) and then mill around doing precisely nothing, followed by then leaving.
Maybe they were frightened of the Elite and deadly pirates and thought I was doing fine by myself!
 
In high security, the time to arrival for the police is fine. The problem is that they
a) may spawn too far away,
b) will take their time to check out the player(s) for illegal cargo before even considering doing something about the pirate doing what a pirate does right in front of their eyes.

Yes, just the other day such behaviour cost me nearly 2,000 Credits, as I was carrying illegal Combat Stabilizers at the time ;).
 
Interdiction is not a Capitol offense and can't be considered one . There are many reasons you could be pulling someone over.

You could be pulling someone over to give them something, or if it's a player groups home system to make sure they aren't up to no good.

Pirating NPC involves regularly pulling them out of SC and then waiting for them to jump out to a lawless system. The actual assault takes place in a lonely spot far from prying eyes. Done this way there is no bounty and ( I believe) a lower negative impact on the system of origin as the only crime committed was a minor one.

If you wanted to increase the punishment for minor crimes like interdiction and cargo scanning with no assault then you might as well blow folks away for landing pad infractions.

I'm interested in knowing when the game decides an act of Piracy has been committed. As the stages are all separate offenses I suspect there isn't a criminal charge for "Piracy" and as such you can't be killed for it.
 
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