o7 CMDRs
Been watching these PVP/PVE, Gankster VS Trader threads here and elsewhere for a while now.
Many start off with great suggestions but almost all die the same death.
GetLost + GitGud = ThreadClosed.
Haven't seen this elsewhere yet, lets see where it lands.
Combat logging is bad. The present C&P is useless. The Risk2Reward ratio is pitiful.
My humble idea:
It is the year 3305. I suggest a new "weapon" module for peaceful traders and explores. Sorry miners.
It would consists of two parts, each taking up one largest hard point on the ship.
Introducing the ImNotAPew-36 Supersonic 911 Gravitator.
One part is the "Heavy Gamma Transmitter Unit" the other is the "High Gain Focus Antenna Relay". Sell it fairly expensive and in semi-remote locations. Like the AX weapons and non engineer-able.
The module would be shielded and undetectable when equipped. Attackers should never know who has one or not. It would remove some of their perceived clairvoyance plus provide a sense of real accomplishment. If they can beat it.
To avoid abuse, it would be for Clean CMDR only, limited in ammo and active only after a Interdiction submission. Restock available at stations as normal.
Operation example with one attacker in a HighSec system:
Trader submits to ID and activates 911 module. This will enable Wing beacons, drain all capacitors to 75% and immediately call in one G5 Elite FDL NPC officer. The NPC will target and audibly ask the perpetrator to holster pews and stand down. The NPCop will not fire until the attacker does, or refuses to comply after X# seconds. Trader is given a few extra seconds to plan and attempt the escape.
The presently useless SysSec level and the number of attackers would effect the power, size, number and speed of the NPCops:
For example with one attacker:
HighSec - 1 G5 Elite FDL NPC, 1 second delay
MedSec - 2 G4 Deadly Vulture NPCs, 2 second delay
LowSec - 3 G3 Dangerous ViperMV NPCs, 3 second delay (while they pack up their donuts)
Anarchy - Zero NPCs, of course, but make it very worthwhile for the traders to venture in there. Make the payout nice and juicy.
These are just examples. The final balance of everything could be worked out over time.
It should be very balanced for both sides. Taking into consideration Factions, PP, etc.
If the trader is still too slow and/or the perps are able to evade the NPCops, then game over for trader. But hey, at least we've made some use of our useless police "force".
If the attacker gets popped, they should be punished as they are today IRL.
Fat fine and ship re-buy with only the default, empty E modules. Make 'em grind.
Implemented and used properly, this could give the peaceful player a tiny bit of non-combative chance. They would also not feel totally helpless and victimized and hopefully not be so scared of playing in Open. Meanwhile the hot shots, if they have the skill and not just the big guns, should not have too much trouble dealing with the authorities and catch the mouse anyway. Let's see how gud they really got
I think both sides would find this fun and hopefully level the playing field a bit.
Even if all this gets laughed to scorn, at least let traders hire some sort of limited protection for each trip.
Thanks for reading.