Some C + P suggestions, tweaks and ideas (part 2)

Some ideas:

Security response times are based on the attack position in that system. So, security response in close proximity to stations, traffic corridors etc are much quicker (and practically instantaneous in high sec close to traffic lanes) than in deep space. This logically simulates how security would need to travel to a distant area, and provides a benefit for traders to stIck to convoy routes in a system (as labelled in the HUD which changes based on where you are). It would also provide a layer of strategy for pirates to attack in certain places- currently response times are flat wherever you are.

This would be helpful in making security faster or slower for player traders and make security more useful since the trader can choose the level of difficulty in their flight path.

Depending on security level, physical location of the interdiction and RNG, be able to bribe security. A bent cop might ask for cargo to look the other way if you are in low sec and far from the nav beacon for example.

If you are hostile in a system make all security focus on you. Currently I can be the most crazed killer alive but have hostile police fly on past. Its unrealistic.

Police awareness of you should be based on the amount of scans they have of you from bounty hunters or other police. A high number will spawn more security every time you drop in that system, making life trickier, whereas if you kill before you can get scanned the police don't have information to track you (just reports of killing). This would then trickle down to the times a bounty hunter intercepts you. Also, to get onto the bounty board you need to be scanned three times to get an ID- so : first scan provides vague ship details, second the name of the ship and the third all details. This then makes clean undetected kills desirable, and sloppy attacks counterproductive. It also has a benefit for Power play where it would be possible to not appear on Powerplay bounty boards (and so your powers attack cannot be pinned down).

Faction rep levels should reflect how much they trust you. So, if you are allied you hardly ever get scanned, while if you are unfriendly you get scanned a great deal. This would work with the police awareness idea above, where being scanned makes it easier for bounty hunters to find you. It also means black marketing is easier- that is, until you are caught where you drop instantly to unfriendly (for abusing trust).

Bounty hunters: people playing pirates or murderers like me don't care about NPC BH chasing them. Make them care! Please make bounty hunters (as well as those BH sent after defectors in Powerplay) some of the hardest NPCs in the game with max G5 Elite engineering akin to Spec Ops CZ ships. Please also make them interesting wings too. If this is a challenge it would then make avoiding scans from security and other bounty hunters essential, and that the game then rewards clean work and penalizes sloppy operators in a logical way.

Expand Interstellar Factors: allow them to (for a considerable fee) pay off any bounty hunters (based on the above) from coming after you. Maybe also allow notoriety scrubbing (although I have not properly thought that one through) below a certain threshold (i.e. above 5 is refused).

Notoriety: high notoriety makes NPCs behave in different ways. Traders literally panic and drop cargo while more combat focused NPCs become wary or attack. Dialogue would change as well- "Its him!" "Its commander <you!>" for example. It could also work in the opposite way, with traders with high notoriety warding off NPC pirates.

Cowards: some high ranking NPCs don't want to die. Pirate lords might offer money or surface co-ordinates to profitable places for letting them live (but you failing the mission). Let a venerable general live and his faction gives you a rep boost with them. With bounty hunters they might offer money to escape alive or you offer money to them to forget you.

Black markets are locked if you are wanted or have notoriety with certain gov types to varying degrees. This would simulate black marketeers not wanting to have attention drawn to them by people being blatantly criminals. So for example:

Democratic gov stations: black market is locked at notoriety of one or any bounty
Corporate: locked at notoriety of three and a bounty exceeding x credits
..
Anarchy: no limits or restrictions
Archon Delaine: all restrictions above do not apply (R5 bonus)

Morally ambiguous missions (i.e. missions that involve killing lawfuls) do not appear to non criminal players, but instead you have to prove your worth. Clean players cannot see or offered any illegal mission (I am assuming FD can use the 'bounties over lifetime' stat, or be able to see your notoriety over time). Instead, once you become friendly with that faction they will instead contact you via messages so they cannot be linked with violence (and a fun way to demonstrate hypocrisy EDs dystopian nature). It would also be a good way to differentiate between 'morally superior' gov types in game like democracy who would outwardly shun violence and stop the logical problem of gov types issuing dodgy missions so openly.

Please properly link rep to superpowers. So, being hostile or -100 with the Feds / Alliance / Imps locks you from any superpower aligned faction. Also make it that you cannot be +100 with everyone. Everyone should start at 33.3% with everyone but as you gain with one you lose with the rest. If you belong to a Power which is not an indie your rep swings even faster- (however this requires this change has to be done with the ethos override laid out here > https://forums.frontier.co.uk/threads/powerplay-proposal.426940/#post6696898 ). The implication being that you cannot hold ranks unless you are actually 'onside' and that it affects what ships you can buy. So a king can't also be an admiral, and so on.

ATR Nemesis: at Notoriety 10 and above a certain threshold of cumulative bounties an ATR ship is sent after you that follows you regardless of where you go. It can appear without warning after a certain amount of time spent in real space, chase you in SC and be a complicating factor to super criminals. The only way to stop it is to remain undetected (i.e. not scanned) for a set number of days, i.e. you lay low in places that have few ships and lower your bounty and / or notoriety. With each tick the ATR Nemesis would then either appear less until it is gone.
 
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Everything presented here sounds great, the notoriety rework/missions offered might be too involved for casual gaming/trying to navigate it yourself with out wiki

Also I'd like to add any fine paid below 10,000 shouldnt send you to space jail. I hate getting relocated for $200 in fines
 
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Everything presented here sounds great, the notoriety rework/missions offered might be too involved for casual gaming/trying to navigate it yourself with out wiki

True, I did wonder that as I typed them out. I just want all these disconnected bits to have some meaning- the difficulty is FD have left these parts for so long people are used to them in a broken state.
 
This is all stuff that sounds good and I would expect to have present in the game.


I like the part that your faction level and how often they scan you and the mechanics around it, and the link beteeen the faction and their aligned super power.


Also that you add more stuff for being on other side of the law. And that what you are offered is based on you standing.


So clean players should avoid anarchy systems, these should be pootential dangerous places
Wanted players, should avoid high security systems where they are wanted. as these would be dangerous places.



I like how you try to add a more noticeably risk/reward using the C&P and other functions in the game, because if this is properly done, this will flow into all aspects of the game, as it would make alot more dangerous to gank players in high security systems, without removing that option.



Also there should be an Anarchy version of your ATR Nemesis, if you target a pirate faction alot, Hostile, they should put their version of a bounty on your head after a while, spawning some "Assassinate" ATR (need a better work that one) that follows you around just like the ATR Nemesis...
 
Also there should be an Anarchy version of your ATR Nemesis, if you target a pirate faction alot, Hostile, they should put their version of a bounty on your head after a while, spawning some "Assassinate" ATR (need a better work that one) that follows you around just like the ATR Nemesis...

Elsewhere I had the thought of having a roving gang or posse who come after you in that way- so not as powerful individually but pack a punch- they could be like the 4 wing spec-ops team.
 
I love these ideas, OP. This is the sort of C&P overhaul that could really freshen up the game. Nuanced. PVP-friendly. Logical. With buffs for both criminal and non-criminal players.

Notoriety scrubbing could be tricky. A player could kill 4 people, rinse, repeat... for example. Maybe make the cost get exponentially bigger with each scrub? Lawyers would charge higher fees for a repeat offender client, after all.

I’d also make one suggestion to your list: The ability for players to have system permits revoked after a certain criminal threshold.
 
Lots of good stuff here.

The only thing I'm not too sure about is the superpower alignments and the associated navy ranks. If I'm reading it correctly, it seems like you want to tie navy ranks to powerplay, thereby restricting the ships and system permits a player can have based on the power they support? Could you provide more details please?
I’d also make one suggestion to your list: The ability for players to have system permits revoked after a certain criminal threshold.
I'd be fine with system permits being suspended until the player has a clean record again (i.e. all relevant fines and bounties paid off), but I don't think that the player should have their permits revoked and have to earn them again.
 
Lots of good stuff here.

The only thing I'm not too sure about is the superpower alignments and the associated navy ranks. If I'm reading it correctly, it seems like you want to tie navy ranks to powerplay, thereby restricting the ships and system permits a player can have based on the power they support? Could you provide more details please?

I'd be fine with system permits being suspended until the player has a clean record again (i.e. all relevant fines and bounties paid off), but I don't think that the player should have their permits revoked and have to earn them again.

No, I think I confused you! I've also thought some more and expanded my thinking:

What I see is this: 100% of superpower rep is shared between the three superpower bars- so being good with one sucks goodwill from the other two (I also forgot to say the Alliance becomes a full fat superpower like the other two for this idea). This has the following outcomes:

<controversial opinion> ships and permits become locked or unlocked more often- i.e. someone with a Cutter can't go off and buy a Corvette minutes later. However! You do not lose access to the permits or ships once you have them- its just you are flying those ships illegally and trespassing permit space. In the game you are fine as long as you are not scanned, and on detection issued a fine for 'impersonating a king / admiral'. It might also be that some ships are exempt once unlocked, and its the prestige ships (Cutter, Corvette) that are locked by held ranks. Don't kill me :D but I like the idea of ships being an outward expression of your power/ superpower leaning- and I also like the idea that you can fly certain ships illegally (just like pirate lords with Corvettes...I mean, how the hell did they get them other than being an admiral gone bad?).

If you become hostile (which is possible if you BGS murder or flip a lot), two superpower territories become dangerous to traverse and that you can't easily land because of aligned stations. This means that you are either forced to look for alternatives in system (a non aligned faction perhaps), repair your standing, a motivation to encourage a war (to flip control to a neutral faction).

In general play the lowest you might get is unfriendly - which means more scans in rivals territory (because they dont trust you- i.e. this bit in my idea):

Faction rep levels should reflect how much they trust you. So, if you are allied you hardly ever get scanned, while if you are unfriendly you get scanned a great deal. This would work with the police awareness idea above, where being scanned makes it easier for bounty hunters to find you. It also means black marketing is easier- that is, until you are caught where you drop instantly to unfriendly (for abusing trust).

This also has the fringe benefit of making rival superpowers you don't support have the correct 'attitude' to you (i.e. a Fed guy with a high Fed rep in Imperial space is not exactly welcomed with open arms as his Imp standing is consequently lower).

Regards Powerplay, being pledged makes the gain or loss of rep in these bars faster if you belong to a power that has superpower leanings- so Mahon, Winters, Hudson, Torval, Aisling, Arissa, Patreus etc would make gains and losses faster while neutral powers like Grom, Dleaine, Antal and LYR do not (so they really are neutral- a subtle difference but one that has consequences).

Lastly- and because now rep is so vital (and that its more fluid for some while set for others) all rep rewards are doubled to compensate.
 
I love these ideas, OP. This is the sort of C&P overhaul that could really freshen up the game. Nuanced. PVP-friendly. Logical. With buffs for both criminal and non-criminal players.

Notoriety scrubbing could be tricky. A player could kill 4 people, rinse, repeat... for example. Maybe make the cost get exponentially bigger with each scrub? Lawyers would charge higher fees for a repeat offender client, after all.

I’d also make one suggestion to your list: The ability for players to have system permits revoked after a certain criminal threshold.

Cheers!

Scrubbing notoriety is a tricky one, as it has both pros and cons as you say. A 'cooldown' of scrubs might work (although it then becomes notoriety for notoriety :D) and work better mainly as money is too easy to get (and you'd have to escalate that cost really high to make it matter, IMO at least to make it punitive). I suppose you could blend both- imagine a character like Saul in game (https://en.wikipedia.org/wiki/Saul_Goodman) i.e. a bent lawyer. I can see him say stuff like "not you again!" and asking you to wait and that this time the cost is more. So the longer you wait the less the fee maybe.

I’d also make one suggestion to your list: The ability for players to have system permits revoked after a certain criminal threshold.

I kind of did something like this in my previous answer (in that rep can lock as well as unlock permits, and that you can be fined for tresspassing as you are not being that rank officially). But, for full fat murder I think permits for the superpower you have a bounty with (e.g. Fed bounty) should carry some sort of penalty thinking more (Fed permits blocked). Locking is logical and extreme, but then it has the consequence that the locked area is full of lawful superpower players (to that superpower at least) and is a reward for service and a logical C + P consequence. As far as local bounties or general ones it might be too draconian- its a tricky one.
 
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No, I think I confused you! I've also thought some more and expanded my thinking:

What I see is this: 100% of superpower rep is shared between the three superpower bars- so being good with one sucks goodwill from the other two (I also forgot to say the Alliance becomes a full fat superpower like the other two for this idea). This has the following outcomes:

<controversial opinion> ships and permits become locked or unlocked more often- i.e. someone with a Cutter can't go off and buy a Corvette minutes later. However! You do not lose access to the permits or ships once you have them- its just you are flying those ships illegally and trespassing permit space. In the game you are fine as long as you are not scanned, and on detection issued a fine for 'impersonating a king / admiral'. It might also be that some ships are exempt once unlocked, and its the prestige ships (Cutter, Corvette) that are locked by held ranks. Don't kill me :D but I like the idea of ships being an outward expression of your power/ superpower leaning- and I also like the idea that you can fly certain ships illegally (just like pirate lords with Corvettes...I mean, how the hell did they get them other than being an admiral gone bad?).

If you become hostile (which is possible if you BGS murder or flip a lot), two superpower territories become dangerous to traverse and that you can't easily land because of aligned stations. This means that you are either forced to look for alternatives in system (a non aligned faction perhaps), repair your standing, a motivation to encourage a war (to flip control to a neutral faction).

In general play the lowest you might get is unfriendly - which means more scans in rivals territory (because they dont trust you- i.e. this bit in my idea):



This also has the fringe benefit of making rival superpowers you don't support have the correct 'attitude' to you (i.e. a Fed guy with a high Fed rep in Imperial space is not exactly welcomed with open arms as his Imp standing is consequently lower).

Regards Powerplay, being pledged makes the gain or loss of rep in these bars faster if you belong to a power that has superpower leanings- so Mahon, Winters, Hudson, Torval, Aisling, Arissa, Patreus etc would make gains and losses faster while neutral powers like Grom, Dleaine, Antal and LYR do not (so they really are neutral- a subtle difference but one that has consequences).

Lastly- and because now rep is so vital (and that its more fluid for some while set for others) all rep rewards are doubled to compensate.

I love everything said here
 
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