System Authority Overhaul

Also, sec forces start from scattered positions and are not static, and take time to spawn. They'd have to be in one giant ring around the star all the time too, because of instancing.
A wing of four players near a star with 4A interdictors have a high probability of being able to interdict another player that jumps in to the star in my experience, so I would expect say two wings of 4 NPCs to be quite efficient.


The biggest flaw in ATR: they tell you when they are coming- if they autospawn on you failing a scan then you have a non-murder spree dependent outcome.
Agreed, but perhaps it’s a bit immersion breaking to have them appear out of thin air (space) which is why I think they should camp out at the main star then follow you.


The issue here is: crimes are committed in real space, so add more avoidance / security gameplay to these areas and not simply annoy people in SC more.
You would only annoy the notorious criminal, the others would get scanned in SC and probably wouldn’t even notice.


This is what I mean about making interdiction location matter, it rewards traders fighting interdictions to get as close to help as possible
I dunno, I still think that a proper high sec should stop traders being interdicted in the first place, unless they have mission cargo, in fact it’s pretty rare already to be fair.
I am still open to the variable difficulty interdictions by security forces based on security level, but fdeb probably have it hard coded just like the hud colors!
 
A wing of four players near a star with 4A interdictors have a high probability of being able to interdict another player that jumps in to the star in my experience, so I would expect say two wings of 4 NPCs to be quite efficient.
The problem is then you can make the AI crash into the sun, and that due to SC speeds you will be able to escape since they will need to turn round to get behind you- not even face grabbing will help.

Its a shame that NAVs were depreciated, because having to drop and scan (which you have to do for some missions) would be a giant risk if consequences of scanning were more severe.

Agreed, but perhaps it’s a bit immersion breaking to have them appear out of thin air (space) which is why I think they should camp out at the main star then follow you.
ATR do this now under certain circumstances. I'd love ATR to follow you in SC though too. But its not really immersion breaking- a KWS is connected to local security networks, its fair to assume ATR would be too.

You would only annoy the notorious criminal, the others would get scanned in SC and probably wouldn’t even notice.
Well thats true anywhere, the difference being you are bulking out immersion in traditionally thin areas (such as station drop zones or navs / POIs).

I dunno, I still think that a proper high sec should stop traders being interdicted in the first place, unless they have mission cargo, in fact it’s pretty rare already to be fair.
I am still open to the variable difficulty interdictions by security forces based on security level, but fdeb probably have it hard coded just like the hud colors!

It should be that the player (with enough skill, luck and ship) can break into these systems and kill / steal, and that nothing should be 100% safe. Its why with my ideas I try and build in an element that requires skill and judgement, because then it rewards better SC awareness and flying.
 
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