Supercruise gameplay to help neuter bots in a post assistance world while adding gameplay

Situation / problem

SC is currently empty and its easy to fly point to point with very little input, making bots more prevalent.

This empty space is wasted gameplay potential.

Inexperienced pilots / pilots choices might dictate using the new assistance modules.

Solution:

System security establishes physical no go zones in a system. Entry = interdiction - based on BGS state, these could expand or contract, or pop up in different logical places (common shipping lanes, surround a station etc).

Conversely, various belts, rings, magnetic poles of stars make blind spots where security never goes.

These boundaries are displayed as circles / shapes in the HUD, with warnings similar to new combat zones (entry forbidden etc).

Gameplay added:

Passenger scans = failure, smuggling = fine, criminals = combat

Players wanting a low profile have to find ways around these patrol zones. If none is found, they have to 'run the gauntlet' and try to evade security.

New players might stick to these bubbles, and use security for protection. New players might also avoid the lawless areas.

Solutions to bots:

Adds a level of uncertainty so bots cannot simply fly point to point unchallenged. The higher a sec level the harder it is to avoid being pulled over.
 
+1

Someone (not me for once!) suggested that checkpoints (if they still exist) should be large "exclusion" type zones around key assets (stations, conflict zones, planets, random nothingness), spanning several Ls.
You get a warning you're about to enter one, then if you do fly in, security will quickly move to interdict you for a scan.
If you're doing nothing wrong, security will scan you, and you won't be bothered again.
If you evade the interdiction (or scan, and jump back to SC,) security are more aggressive to try and pull you over, and issue you with fines for evasion.

Even more strict versions can be "no fly zones" and are essentially blockades for anyone who isn't allied with the controlling faction (of the NFZ).
Entering illegally gives you a warning, then a fine, then a bounty. The only way in is to either sneak past in normal space at high speed, or buckyball it in before anyone can stop you. These zones would be a fair bit smaller than checkpoint zones, but more aggressively patrolled.
 
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