The MAGA Thread - Make Anarchy Great Again!

  • Thread starter Deleted member 115407
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Deleted member 115407

D
Anarchy space is a beautiful place. Very Beautiful. Very very beautiful. I love it.
But it does have problems. So many problems.
Let's make Anarchy great again.
-Ronald Grump, President, DSA (Divided Systems of Anarchia)


Here's the deal, FD. You know it and we know it - Anarchy space in this game has issues. These issues have persisted for quite some time, and need to be addressed.

With the new C&P changes, Anarchy space is more important than ever. It is a place where dedicated criminals and white knights alike should be able to rely on a fair trade on the Black Market, a no-hassle bit of piracy, a place to slaughter miners wholesale for their mats, a guaranteed friendly port for their hot ships.

Unfortunately, Anarchy space does not always behave as users expect it to. This leads to disappointment for some players, and frustration for others (per reports re: the new C&P system).

At the core of it, it seems that when Anarchy factions take over, some remnants of the old, lawful factions remain. This results in a wildly inconsistent experience in Anarchy space, and as much as I love that from an RP perspective, players really should know what to expect when they operate where they choose to operate.

Some of the recent issues I've seen in Anarchy Space...

-Anarchy spaceport in Anarchy system had a No Fire Zone, and enforced it by fining me when I fired inside the NFZ.
-System Authority Vessels spawn in Anarchy Controlled systems (still happens in 3.0)
-NPCs killed in Anarchy space will often generate bounty claims without KWS (possibly related to mission aggressors).
-Non-mission bounty hunters spawn in Anarchy space, triggered off out of system bounties you have incurred.
-Some lawful ground settlements in Anarchy Systems remain lawless, i.e. they do not adopt the legal status of the owning faction.
-Starports taken over by Anarchy groups not getting black markets (see Zhen Dock, Xihe).
-In the past, others have reported conquered Anarchy stations reverting to their previously controlled status, and engaging hostile players on-sight.

This thread is a place where people are free to post issues that they've had in Anarchy space. I will monitor the replies and compile them as edits to this OP. As new reports roll in, I will reformat this OP for readability.

Let's make Anarchy great again, FD.

DISLCAIMER
The title and quote are a parody, only. This thread is not a discussion about US politics. Please take your political discussions elsewhere.
 
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"players really should know what to expect when they operate where they choose to operate"

Too little experience to comment on the issues, but agree with this. Either it's anarchy or it's not.
 

The Replicated Man

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I agree. I'd also like to see some lucrative smuggling/piracy/assassination missions (Against Political Leaders, Powerplay Agents etc) and possibly megaship heists, at anarchy systems. High Risk= High Reward
 

Deleted member 115407

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How. . . Ironic to expect consistency in an Anarchy.

It is ironic, and personally I don't mind them being nearly wild mechanics-wise. However I think they do need to be consistent for the sake of gameplay, and accepting bugs just because they fit at a philosophical roleplaying perspective isn't the right thing to do.
 
I've been saying the same thing for years.

Sure, griefers are tools and FDev should do stuff to create consequences for their actions but there needs to be a flip-side to that coin too.

You can't, in a game like ED, make outlaws into cockroaches to be eradicated.
Outlawing needs to have it's own up-sides and advantages too.

Fundamentally, the game needs to start putting things in anarchies to encourage players to visit them - at their own risk.
 

Deleted member 115407

D
I agree. I'd also like to see some lucrative smuggling/piracy/assassination missions (Against Political Leaders, Powerplay Agents etc) and possibly megaship heists, at anarchy systems. High Risk= High Reward

I've been saying the same thing for years.

Sure, griefers are tools and FDev should do stuff to create consequences for their actions but there needs to be a flip-side to that coin too.

You can't, in a game like ED, make outlaws into cockroaches to be eradicated.
Outlawing needs to have it's own up-sides and advantages too.

Fundamentally, the game needs to start putting things in anarchies to encourage players to visit them - at their own risk.

Well, by all means, make some suggestions and I'll compile them into a "suggestions" section in the OP.
 
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Lets see, of the top of my head:

- Have special anarchy only missions, that pay ludicrous amounts of credits for illegal activities, maybe rob person X, of Y. And bring Y back to port for a large sum of cash.
- Being able to buy special 'hot' weapons that are slightly more powerful than their normal counterparts but will make your ship always hot, so you won't be able to use the normal ports for repairs/etc but you can do those things in anarchy systems no problem. Would have to figure out how to engineer those without being able to get to an engineer though. Maybe sell them with the 'special' already attached, and you can remote engineer the grades.
- Same thing but with pirate type ships only available in anarchy systems (not in shinrarta either), they are always hot, but have some higher base stats than their regular counter parts. Maybe comes with spiked ship kit by default.
- We already have black markets in lots of places, maybe in anarchy the markup is better so selling hot goods yields better returns.
- Anarchy only engineers that help with pirating mechanics if they ever arrive.
- Ability to start heists against regular star ports, you can buy a module that will disable station security for 3 minutes, so you get some time to rob the stations, but the security ships will still attack you. The stations will have lots of high value stuff to steal. Now that I think about it, griefing potential too high, forget that one.
 
Well, by all means, make some suggestions and I'll compile them into a "suggestions" section in the OP.

Well, for starters I'd stick half the rares and the engineer-unlocks in Anarchies which also have decent stations and outposts for outlaws to operate out of.

I'd also make sure that some of the best mining locations and most profitable missions were to be found in anarchies too.

I'd set it up so that pirate factions operate a bit like cop-ships do in lawful systems.
If you're allied to a pirate faction and get into combat, your buddies are going to show up to lend a hand.

I'd also like to see some kind of outlaw equivalent for the mat-trader and tech-broker, as well as some kind of "supercharged" black-market, which actually pays sensible prices for ill-gotten goods, and perhaps even offers well-paid missions for obtaining specific items (kind of like black-box missions except, maybe, that the objective is inside somebody's ship).

I'd also create specific (and very lucrative missions) transporting stuff in and out of anarchies, to encourage players to risk taking them.

Course, Solo mode might negate a lot of this stuff so I'm afraid I'd modify the mission-generator so that a lot of stuff only shows up when you're in Open mode and auto-fails if you swap to any other mode.
 

Deleted member 115407

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Lets see, of the top of my head:
- We already have black markets in lots of places, maybe in anarchy the markup is better so selling hot goods yields better returns.

...as well as some kind of "supercharged" black-market, which actually pays sensible prices for ill-gotten goods

This one is already in-game guys.

-Secure (non-Anarchy) ports with Black Markets will pay a premium for non-stolen, illegal items (smuggled).
-Anarchy ports pay current market price for all stolen goods at the black market, e.g. I dropped stolen painite on an Anarchy faction the other day and made 90k/T
 
I'd like to hire NPC crew with back stories relating to the criminal nature of Anarchy systems.

When recruiting a crew for a Pirate ship I'm not likely to hire self confessed Pirate killers am I?
 

Deleted member 115407

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I'd like to hire NPC crew with back stories relating to the criminal nature of Anarchy systems.

When recruiting a crew for a Pirate ship I'm not likely to hire self confessed Pirate killers am I?

That sounds like a nice little flavor change. Never thought of that :)
 
Anarchy systems should be seriously dangerous and risky. A real haven of cut-throats, where only the bravest and scummiest dare venture. There should also be great opportunities for combat, shady deals, profit, and challenging missions. It should also be possible to join up with pirate factions, etc. Oh, and everyone should say "yaaaaaaaaaaarrrrrrrrrrrrrrrrrrrr" a lot.
 

Deleted member 115407

D
Anarchy systems should be seriously dangerous and risky. A real haven of cut-throats, where only the bravest and scummiest dare venture. There should also be great opportunities for combat, shady deals, profit, and challenging missions. It should also be possible to join up with pirate factions, etc. Oh, and everyone should say "yaaaaaaaaaaarrrrrrrrrrrrrrrrrrrr" a lot.

I fancy myself less a 17th century buccaneer, and more of a 20th century stick-up man :)
 

Deleted member 115407

D
Hmmm... well I was going to get a video of that jurisdiction bug tonight, but my death near Kuk put me at a detention center next to Sol.

I'll have to get back on that later this week.

And shameless bump for anyone who wants to report Anarchy bugs!
 
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