Hey guys. I feel encouraged to post the following because i am really concerned about the recent anti pvp movement and the ideas plopping out of it.
Before we continue i want to note that i defend the opinion that
Solo caters all the people that want to be left alone and don't want to socialize in any way at all.
Group caters all the people that want to play with just their friends in a closed environment or in a group with special rules like mobius
Open is for all the people out there that like to meet other people whether they are friendly or not, whether they have a reason to attack/ help you, or not. Anything can happen at any time.
I agree that there should be a disclaimer about the danger of open if you choose it the first times. I also agree that groups like mobius should be advertised as an alternative for all those that fit into the Solo/ Group criteria. Adding a description text of the group (if not already available) and tickboxes with preferences to find the perfect mode for you are surely appreciated.
But i disagree with ideas that separate the people even more or change the ability of doing whatever you like, whenever you like, in open.
I want to show you some examples of ideas i have seen recently and disagree with because they would be easy to abuse by others. Although i don't like the term ganker or griefer i will use it here just to keep it simple.
Adding a PVE flag for open where a cmdr can no longer be shot after enabling it would be irritating for others and an immersion breaker. Also it probably would be abused by the ganker. With the pvp flag enabled he still can ram you. If ramming won't deal damage he still could try to make you crash into other ships, rocks, stations, etc. Even if he just stays in your line of fire and catches your shots or blocks your view to prevent you from doing your stuff would be enough to make you hate him pretty quick.
Let the killer pay the insurance cost is another "easy to abuse" idea. The ganker would simply take a very expensive ship and fly into your line of fire with low health. The average cmdr is screwed after that.
A tied penalty to the rank is another bad idea. The ganker would reset his save game and continue ganking, even if all current progress is lost. Getting into a viper or vulture won't take too long and the ganker is still deadly as hell although he is low ranked. Only the type of crime should be a trigger and acting against cmdr's or NPC's should be treated the same. Different criminal acts have a different impact.
It was suggested to even ban the ganker which goes way too far. Especially with still implemented mechanics where things can be turned against you. Only cheating and exploiting should be a reason to get banned.
Instead of the above things and similar i would suggest you the following:
A better reputation system. Currently wanted status can be cleared off with a sidewinder. If you would gain a a visible positive or negative reputation that remains after death things would be a bit different. With such a system you could add penalties or perks for the system where you have a certain reputation. The perks and penalties shouldn't be too big though. Also your reputation would have a small radius that affects nearby systems, with decreasing penalties or perks the further you move out of the center of your reputation. The threshold in systems affected by your reputation is way lower than in systems that "don't know you" at all. Systems with active community goals could have a more sensible reputation system, committing crimes as a wing has a higher multiplier. The typical ganker would gain the status of a "criminal" pretty quick and could be a kill on sight target everywhere with such a bad reputation. Killing him won't put a bounty on you but also would not earn you money as long as he has no bounty. To extend this, a criminal could loose access to the higher tier modules in affected systems, have a slightly increased insurance, lower earnings from CG's or bounty hunting, etc.
Another result of a proper reputation system would be that you can no longer have a good reputation with all major factions.
As an example:
Working for a minor federal faction and against a minor imperial/alliance/independent faction would also change change your major faction reputation slightly.
Working for minor federation faction A and against minor federation faction B has only a reputation change with the affected minor factions, major faction reputation would not change. This includes bounty hunting in a RES for example. Of course different values would be needed for attacking ships in a RES, helping in distress calls (etc), joining random encounters, or doing missions with different reputation effects. Obviously the mission description would need to point out where you would gain or loose reputation.
Additionally as a result of your major faction reputation your alignment can be identified by others when not participating in PP.
To cater the people that don't want to participate in PP furthermore, but feel in a disadvantage because they miss the bonuses from it, a very good reputation (in your home system for example) might give you similar bonuses to some of those from PP.
The next problem people have is that they can not organize effectively against gankers, especially wings of them.
I suggest that people that don't carry a negative reputation in the current system can flag themselves for "auto wing up" with others that are interested and don't have a negative reputation. Furthermore wake signals can be approached quicker if the reputation is not negative. For gameplay reasons and to prevent ganking from this, your weapons will not shoot on the cmdr who created the wake and his allies. This should give people the ability to protect others more efficiently and add the perk to be able to outnumber an organized wing of gankers easily.
Fix the interdiction mini game and make use of it. Starting an interdiction already "triggers" system authorities if available. The longer an interdiction takes, the shorter the time span until they arrive. This would give people that might need help a reason to actually fight the interdiction. The reputation of both "participants" has an effect on the rank/number/ship types of the arriving authorities. Interdicting in a wing has a bigger impact on the authorities, scaling with wing size.
To prevent a little the abuse the "speed limit penalty" i suggest to add vectors for incoming and outgoing traffic matching the lights of the mailslot. They could be visible on your hud or inside the game as some kind of projection. Flying against the correct direction has an increased risk and different rules apply.
To prevent station camping and ganking against hostile PP cmdrs there is a small radius around the station where even friendly member could trigger station attacks.
Edit:
To protect the starter systems they also react very sensible on crimes committed by veterans. This can take ingame hours into account. Committing a threshold of crimes as a veteran would be penalized with a permit loss and immediate bad reputation in the nearby systems.
Edit 2:
While we're already at abusive behavior i would also like to suggest a "mode hopping" prevention. I respect the opinion that a player should be able to play in his favored mode at any time but i also think that switching between modes in a short timespan to create new bulletin board missions for example should be prevented.
Edit 3:
Lack of adjustable quick comms for RP reasons. This would reduce the number of uncommented attacks and people would be able to make up a RP reason on interdiction including automated "response" when being interdicted.
I might even have more on my mind but unfortunately i have to leave now.
Please tell me if this would help with the pvp situation.
Edit 4:
Cooldown for mode switching for XX minutes after a battle.
Edit 5:
Additonally to my suggestion about interdictions- Arriving security forces wouldn't need to arrive in massive fleets or deal an enormous amount of damage. They could be equipped with a weapon/ module that could cause different things. Disabling thrusters for a short period/ disabling boost. Overcharge your power distributor what will empty your WEP/SYS/ENG capacitors and they refill slower, block your FSD frequency (or whatever you want to call it) so you would be unable to low wake back in SC and you'd have to high wake, add/increase cooldown on your FSD, malfunction other systems or just start to fry your internals pretty quick until you retract your hardpoints. (Just trying to be creative)
Fly safe!
Before we continue i want to note that i defend the opinion that
Solo caters all the people that want to be left alone and don't want to socialize in any way at all.
Group caters all the people that want to play with just their friends in a closed environment or in a group with special rules like mobius
Open is for all the people out there that like to meet other people whether they are friendly or not, whether they have a reason to attack/ help you, or not. Anything can happen at any time.
I agree that there should be a disclaimer about the danger of open if you choose it the first times. I also agree that groups like mobius should be advertised as an alternative for all those that fit into the Solo/ Group criteria. Adding a description text of the group (if not already available) and tickboxes with preferences to find the perfect mode for you are surely appreciated.
But i disagree with ideas that separate the people even more or change the ability of doing whatever you like, whenever you like, in open.
I want to show you some examples of ideas i have seen recently and disagree with because they would be easy to abuse by others. Although i don't like the term ganker or griefer i will use it here just to keep it simple.
Adding a PVE flag for open where a cmdr can no longer be shot after enabling it would be irritating for others and an immersion breaker. Also it probably would be abused by the ganker. With the pvp flag enabled he still can ram you. If ramming won't deal damage he still could try to make you crash into other ships, rocks, stations, etc. Even if he just stays in your line of fire and catches your shots or blocks your view to prevent you from doing your stuff would be enough to make you hate him pretty quick.
Let the killer pay the insurance cost is another "easy to abuse" idea. The ganker would simply take a very expensive ship and fly into your line of fire with low health. The average cmdr is screwed after that.
A tied penalty to the rank is another bad idea. The ganker would reset his save game and continue ganking, even if all current progress is lost. Getting into a viper or vulture won't take too long and the ganker is still deadly as hell although he is low ranked. Only the type of crime should be a trigger and acting against cmdr's or NPC's should be treated the same. Different criminal acts have a different impact.
It was suggested to even ban the ganker which goes way too far. Especially with still implemented mechanics where things can be turned against you. Only cheating and exploiting should be a reason to get banned.
Instead of the above things and similar i would suggest you the following:
A better reputation system. Currently wanted status can be cleared off with a sidewinder. If you would gain a a visible positive or negative reputation that remains after death things would be a bit different. With such a system you could add penalties or perks for the system where you have a certain reputation. The perks and penalties shouldn't be too big though. Also your reputation would have a small radius that affects nearby systems, with decreasing penalties or perks the further you move out of the center of your reputation. The threshold in systems affected by your reputation is way lower than in systems that "don't know you" at all. Systems with active community goals could have a more sensible reputation system, committing crimes as a wing has a higher multiplier. The typical ganker would gain the status of a "criminal" pretty quick and could be a kill on sight target everywhere with such a bad reputation. Killing him won't put a bounty on you but also would not earn you money as long as he has no bounty. To extend this, a criminal could loose access to the higher tier modules in affected systems, have a slightly increased insurance, lower earnings from CG's or bounty hunting, etc.
Another result of a proper reputation system would be that you can no longer have a good reputation with all major factions.
As an example:
Working for a minor federal faction and against a minor imperial/alliance/independent faction would also change change your major faction reputation slightly.
Working for minor federation faction A and against minor federation faction B has only a reputation change with the affected minor factions, major faction reputation would not change. This includes bounty hunting in a RES for example. Of course different values would be needed for attacking ships in a RES, helping in distress calls (etc), joining random encounters, or doing missions with different reputation effects. Obviously the mission description would need to point out where you would gain or loose reputation.
Additionally as a result of your major faction reputation your alignment can be identified by others when not participating in PP.
To cater the people that don't want to participate in PP furthermore, but feel in a disadvantage because they miss the bonuses from it, a very good reputation (in your home system for example) might give you similar bonuses to some of those from PP.
The next problem people have is that they can not organize effectively against gankers, especially wings of them.
I suggest that people that don't carry a negative reputation in the current system can flag themselves for "auto wing up" with others that are interested and don't have a negative reputation. Furthermore wake signals can be approached quicker if the reputation is not negative. For gameplay reasons and to prevent ganking from this, your weapons will not shoot on the cmdr who created the wake and his allies. This should give people the ability to protect others more efficiently and add the perk to be able to outnumber an organized wing of gankers easily.
Fix the interdiction mini game and make use of it. Starting an interdiction already "triggers" system authorities if available. The longer an interdiction takes, the shorter the time span until they arrive. This would give people that might need help a reason to actually fight the interdiction. The reputation of both "participants" has an effect on the rank/number/ship types of the arriving authorities. Interdicting in a wing has a bigger impact on the authorities, scaling with wing size.
To prevent a little the abuse the "speed limit penalty" i suggest to add vectors for incoming and outgoing traffic matching the lights of the mailslot. They could be visible on your hud or inside the game as some kind of projection. Flying against the correct direction has an increased risk and different rules apply.
To prevent station camping and ganking against hostile PP cmdrs there is a small radius around the station where even friendly member could trigger station attacks.
Edit:
To protect the starter systems they also react very sensible on crimes committed by veterans. This can take ingame hours into account. Committing a threshold of crimes as a veteran would be penalized with a permit loss and immediate bad reputation in the nearby systems.
Edit 2:
While we're already at abusive behavior i would also like to suggest a "mode hopping" prevention. I respect the opinion that a player should be able to play in his favored mode at any time but i also think that switching between modes in a short timespan to create new bulletin board missions for example should be prevented.
Edit 3:
Lack of adjustable quick comms for RP reasons. This would reduce the number of uncommented attacks and people would be able to make up a RP reason on interdiction including automated "response" when being interdicted.
I might even have more on my mind but unfortunately i have to leave now.
Please tell me if this would help with the pvp situation.
Edit 4:
Cooldown for mode switching for XX minutes after a battle.
Edit 5:
Additonally to my suggestion about interdictions- Arriving security forces wouldn't need to arrive in massive fleets or deal an enormous amount of damage. They could be equipped with a weapon/ module that could cause different things. Disabling thrusters for a short period/ disabling boost. Overcharge your power distributor what will empty your WEP/SYS/ENG capacitors and they refill slower, block your FSD frequency (or whatever you want to call it) so you would be unable to low wake back in SC and you'd have to high wake, add/increase cooldown on your FSD, malfunction other systems or just start to fry your internals pretty quick until you retract your hardpoints. (Just trying to be creative)
Fly safe!
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