Vindicator Jones Discusses Fundamental Game Improvements

Piracy, murder, terrorism, greifing, ganking are all part of the charm of OPEN but there should be consequences for your actions (think that is the general consensus of the thread). Making the in game C&P dynamics more robust, based around Reputations and the security of the systems, with Power faction dynamics does seem logical. I remember when I started out and got my sidewinder popped by a superior ship, set me back a day or two. Wasn't too happy but it taught me alot and enhanced the gameplay as there was genuine jeopardy of flying through space. There should be similar jeopardy for the griefers etc. especially in High Security systems graded down to anarchy. All with respect to power and faction dynamics, "one man's terrorist is another man's freedom fighter". Buccaneering (state sponsored piracy) would also be opened up). I like the logic of not having docking privs in hostile system, stations etc. this could be graded aswell maybe you have a bad rep, so you will not have commodities just fuel only etc.

What I would like to see extra is:-

1.) Ability to place bounties on players directly in addition to and fines incurred. Players can add to the bounty pot if they want to, this will add to the incentives for bounty hunters.
2.) If destroyed by an aggressor (first to attack), then the victim can have the option of marking there opponents reputation down a little bit. Perhaps there could also be an equivalent reputation gain for taking down a notorious player.
3.) Some sort of "Most Wanted" board or data source for the most notorious players. Real time in game information regarding location/time could be updated when notorious players are scanned by players and system security ect. Perhaps a FIB type NPC dynamic could hunt down, spy, attack, the notorious players, similar to how the NPC Power agents operate. Wouldn't it be good if the hunter became the hunted, perhaps human players could form posses or vigilantly networks/ groups to deal with persistent gankers and griefers. At least it would make those styles of play less easy if your always looking over your shoulder.
4.) Have meaningful deterrents, if you are destroyed then you loose your mods, material etc. Also if you have a bad Rep maybe insurance costs are increased until you become notorious where you are uninsurable.

I think having more consequences for the would actually give more meaning to the more criminal activities as a lot of this negative game play is probably due to bordom and lack of jeopardy.
 
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Indeed, however forum users who don't like the argument that is being presented tend to hit the report button for agenda-driven reasons, rather than they were offended by a few swears.

I understand that you have to enforce the forum-rules in a consistent manner, but it just feels this was targeted (by other forum users) because of who the OP represents and the subject matter discussed.

As much as I don't want to say this, but some moderators are very bad at reading context, I've experienced the bad context reading first hand on several occasions. But then like I said before, moderators are humans too, and humans are lazy.

While I don't blame them (if I do I would be hypocritical), I wish that more attentive eyes are present in the future.

- - - Updated - - -

This is what happens when there isn't enough chuckling in the background....

;-)

I guess I better start chuckling then @_@

*Chuckles in the background*

Wait, crap, that wasn't the right usage .-.

Uh...

*Goes off on another hiatus*
 
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What I would like to see extra is:-

1.) Ability to place bounties on players directly in addition to and fines incurred. Players can add to the bounty pot if they want to, this will add to the incentives for bounty hunters.
2.) If destroyed by an aggressor (first to attack), then the victim can have the option of marking there opponents reputation down a little bit. Perhaps there could also be an equivalent reputation gain for taking down a notorious player.
3.) Some sort of "Most Wanted" board or data source for the most notorious players. Real time in game information regarding location/time could be updated when notorious players are scanned by players and system security ect. Perhaps a FIB type NPC dynamic could hunt down, spy, attack, the notorious players, similar to how the NPC Power agents operate. Would it be good if the hunter became the hunted, perhaps human players could for posses or vigalant networks/ groups to deal with persistent gankers and griefers. At least it would make those styles of play less easy if your always looking over your shoulder.
4.) Have meaningful deterrents, if you a destroyed then you loose your mods, material etc. Also if you have a bad Rep maybe insurance costs are increased until you become notorious where you are uninsurable.

I think having more consequences for the would actually give more meaning to the more criminal activities as a lot of this negative game play is probably due to bordom and lack of jeopardy.

I agree with your ethos, but not necessarily the suggestions to get there?

ie:-
1) This would mean new players getting mindlessly destroyed don't count for much as they can't afford to contribute to a bounty? Far better for the game to handle this impartially.
2) Some players might not understand the option, or indeed might use it unfairly? So again, far better for the game to handle this impartially.
3) Definately agree with this! I've suggested such mechanics before and indeed even information beign given when jumping to system on the number of recent illegal Pilots Federation deaths to be reported. eg: When jumping to a system you can see 5 CMDRs have been illegally destroyed there in the past X hours, therefore imemdiately telling you "be careful!" And realtime information on a panel in your system tab, show you where illegal destructions are taking place would be very useful for some groups who like to actively respond to such activity.
4) I think the common suggestion is if you continue to illegally destroy Pilots Federation members, as your karma/reputation drops, you actually start to lose access to certain stations etc, as well as more and more frequently getting security craft (where appropriate) in your instant taking an interest in you.

ps: There's even more radical suggestions that if you get to a point (ie: your karma/reputation is so bad), you should only be permitted to play in OPEN. ie: You've made your bed, now lie in it!
 
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As much as I hate to say it... what we have now is a result of (IMO) ignoring or choosing not to implement a more in depth crime and punishment system way back in the first implementation of it... Suggestions where made that could have meant a much more responsive and much deeper crime and punishment system based on the lawful state of a player, actions based history and system type dependent responses...

Suggestions detailing such where made with regards to such a system back when Sandro initiated the first forum discussion on crimes and punishment back in 2014...

Personally I think that Vindicator Jones hit the nail on the head, only 2 years too late... hindsight is a wonderful thing isn't it...

I do think that GluttonyFangs suggestion from early 2016 has a lot of merit, and is a good starting point for some drastic improvements in the game...

There needs to be a better pirating mechanics, beyond limpets, but they do work at least against NPC's :D

I think any C&P system should be across all modes - so it is affected by NPC kills as well - so psychopath PVE players like me can get reigned in sometimes hahahah.... The single biggest problem that has happened is the fact that PVP is neither RARE nor is it MEANINGFUL especially in CG's
 
I agree with your ethos, but not necessarily the suggestions to get there?

ie:-
1) This would mean new players getting mindlessly destroyed don't count for much as they can't afford to contribute to a bounty? Far better for the game to handle this impartially.
2) Some players might not understand the option, or indeed might use it unfairly? So again, far better for the game to handle this impartially.
3) Definately agree with this! I've suggested such mechanics before and indeed even information begin given when jumping to system on the number of recent illegal Pilots Federation deaths to be reported. eg: When jumping to a system you can see 5 CMDRs have been illegally destroyed there in the past X hours, therefore imemdiately telling you "be careful!" And realtime information on a panel in your system tab, show you where illegal destructions are taking place would be very useful for some groups who like to actively respond to such activity.
4) I think the common suggestion is if you continue to illegally destroy Pilots Federation members, as your karma/reputation drops, you actually start to lose access to certain stations etc, as well as more and more frequently getting security craft (where appropriate) in your instant taking an interest in you.

ps: There's even more radical suggestions that if you get to a point (ie: your karma/reputation is so bad), you should only be permitted to play in OPEN. ie: You've made your bed, now lie in it!

Yeah thanks, I think the game should be modelled on rational principles even though it is modelling a crazy sci-fi wild west style environment. It should be an ideal place for bandits and psychos, just balance it out.

1) I had thought through the logic of bounties and true noobs don't have a lot of credits to throw around but they are noobs, they are supposed to be the bottom of the heap. Even if they donated a little bit it would soon add up. I would keep the in game fining system also. But what happens if security ships don't respond or you are in an anarchy system?

Yes, some players will abuse placing bounties to a certain extent, probably the same people who hang around shooting easy targets during community goals.

2) Would you have the game give negative reputation against somebody in an anarchy systems out of the jurisdiction of factions or powers? The Rep option I would have voluntary, again you might not want to mark somebody down if the where within their rights. Would only offer to it players who were destroyed and who were being attacked. Wouldn't affect Combat zone or Agent v Agent. There has to be room in the game to commit murder and get away with it undetected. It should be based on players reputations good and bad where these can have consequences not blanket arbitrary moral values.

Both the above points will give at least a little bit "karma" style play, without having to bolt-on a karma dynamic to the game.

3 &4) Your ideas there would certainly fit in especially the pre-jump info, perhaps something similar to the starport system reports. "We have only had 12 ships destroyed in the past 24 hrs ..please fly carefully!". Maybe Point of interest in the Nav tab, if the ship is scanned and a attacked occurs perhaps players could post a POI. Ultimately I would like to see a rudimentary Intel system, where top 100 notorious players have a location and time info name when scanned. The higher the security the more likely a scan will occur. Docking at stations in high security systems would be potentially very dangerous for the top 100. Perhaps bounty/players hunters could received a certain number (say 5) of Intel feeds to their message panel. This would only work of course if you could not swap between solo and private groups of course, allowing players to change modes to escape if cornered in a station.

In response to the p.s. I would like to see the balance struck where getting a notorious rep means your only true respite would be in solo/private, completely turning the tables. The VJ point was that people felt they were forced out of OPEN. Anyway perhaps my ideas may need a little polishing but enjoyed this discussion. Ta
 
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I'll put this here, this is with regards to a more granular approach to C&P

https://forums.frontier.co.uk/showthread.php/174901-More-coherant-Crime-System-Update-suggestion


TLDR; The authority response for being a badass psycho murderer will be dependant on multiple factors as well as a containing a history of the players actions both good and bad behavior affects the responses from authorities.

This gives a tie into the BGS and can also be further supplemented by including Power Play faction reputation and local system Power Play governance factors with the players involved in the actions. Further to this point, I would prefer if such a system was used for all player actions (PVE and PVP) where report crimes is turned on with a higher weighting for PVP interactions...

An additional aspect would be to include the relative combat capabilities (both offensive and defensive) of the players interacting... Seal clubbing an unarmed trader in a sidewinder (for example) with your highly engineered combat ship (FDL for example) should have a higher negative weighting for the seal clubber than if it was an unarmed sidewinder trader being taken out by an engineered sidewinder... Of course this is just an example but I trust the point is made...

Add to this a permanent karma system based on both good and bad actions that affects your reputation in a major factions area (or a power play faction controlled area for that matter) that can be recovered from with enough work and effort (no death spirals into a karma abyss please)...

I think this would give rise to a vast degree of options for players, could actually add meaningful PVP while not restricting people from being random seal clubbers but restricting them from being serial seal clubbers, the more you commit PvP murder in non-consentual ways (by one player having report crimes against me turned on) the more negative reactions from the authorities in the systems / factions / powers space you will encounted, the higher the combat capability of both players, the faster that negative reaction will increase, as the negative reaction increases, the number of positive actions required to recover from the negative karma increases...

You can choose to be as bad and mean as you like, knowing it will take a lot longer to recover from, and knowing that the higher your negative karma, the harder it will be for you to 'operate' in that region of space...

This would give rise to players say who are lawful and clean in the empire being able to be hunted like dogs by all federation ships in federation space, or indeed in empire space if the 'NPC' is a bounty hunter coming for the player in empire space...

The higher the negative rep, the more bounty hunters come after the player... even in their independent anarchy home systems...

Drastically negative karma could have a cool down (gameplay time based) where it slowly reverts to a lower negative reaction... similar to the faction reputation cool down system but it should be a cool down over a much longer period of gameplay time compared to the faction cool down...
 
Let's take a case in hand...

So at "the ruins" at the moment, individuals/groups turning up just to attack/destroy CMDRs predominantly not interested in PvP, and most likely not set up for PvP. The reason for this? And let's be frank about it?
1) There is little else they can do in the game as regards PvP? What does ED offer people interested in PvP to do? Undertake a nice military missions with a Wing of CMDRs to dominate an area? Enforce/run a blockade? Defend/attack a VIP ship? Nope... Instead ED after two years basically offers PvP of the qualility of? Interdict and destroy random CMDRs! Surely this is a significant issue/cause of the problems we're discussing?
2) There is no real deterrent. ie: Given some CMDRs get a buzz out of causing grief to other players (for no ingame reason), and given the game does (next to) nothing to penalise mindless destruction... For these players surely it's fill your boots then?


And let's pre-empt the responses:-
1) Don't play in OPEN then: So we're back to the minority of CMDRs who make the most out of the games non-existent Crime and Punishement, happily giving advice ultimately damaging the very game mode they should be promoting/protecting?
2) Get good: A CMDR can can often evade an attack, but equaly often cannot.
3) Other players should protect you: So other players should provide a 24/7, all instance cover, for the 20 minutes that aggressive players periodically turn up?


Ultimately - for me at least - this example just demonstrates the fact that PvP in ED is in a sorry state, ultimately because in truth there is next to nothing of PvP in ED. When a game needs to rely on mindless pointless interdiction as some core gameplay element, something is missing IMHO.

Personally, when I heard about Powerplay (coming soon after Wings) I thought, and here we now have meaningful PvP being introduced. I envisaged Frontier putting in mechanics to pit Wings of CMDRs against each other in meanful, interesting combat scenarios. I envisaged myself and a Wing of friends enforcing or running a blockade at a station, or defending/attack a convoy, or defending/attacking a VIP ship, or all manner of interesting PvP...

But alas, here we are, two+ years into ED, and a core element of PvP is (still) the mindless/pointless interdiction of CMDRs who generally at the time are not interested in PvP, yet alone kitted out for it, by other CMDRs who in truth don't really have a viable alternative to partake in PvP, or sadly enjoy causing grief...


Unfortunately a Crime and Punishment system to curtail/reduce mindless destruction will compromise what passes for a large amount of PvP in ED at the moment... So I fear FD will not introduce any mechanics of this nature, or if they do, it will be very limited so as not to damaged the limited scraps of gameplay that pass for PvP within ED.
 
Nice treatment of the alignment/response axis of criminality/lawfulness!

thanks, it is but part of a solution to a better crime and punishment system IMHO... there needs to be catering to all types of playstyle, while actually having ramifications for significant antisocial behaviour while not killing it outright... as well as recovery options and you also do not want to overly punish players who are behaving themselves within the confines of the laws in game when they step outside those laws briefly...

I think that coupled with additional factors such as faction standings, where you commit the crimes, and system governance and economy types as well as system states all need to factor into it...

For example, going on a rampage in a system that is a military dictatorship, with a high economy and population, with which you are hostile to, should essentially see you chased out of that system by large wings of heavy military craft and of course docking would be impossible there... if you are seen in SC by an authority ship, then suddenly more wings of authority ships start to spawn, coming from the nav beacon, coming from patrols around other stations all making a beeline for your ship...
 
I have been thinking about the issues over the weekend and have come up with a solution to the crime & punishment problem. Hopefully my solution does address peoples concerns on both sides of the debate Carebares and Greifers alike. Also I have tried to use mechanism existing in the game already, with out re-inventing the "karmic wheel", hopefully just joining up the dots. Not saying it is a simple fix but at least trying to apply a logic to problem. People may have a different approach or ethos that's fine, philosophical differences I can deal with. What I'm intersted in is does the logic play out. Obviously and details of variables can be changed.

The problems are as I see it, 1 no consequences for actions; 2 little jeopardy or meaningful punishment for actions; 3 Not limit anybody's style of play; 4 increase PvP interaction potential.

1) Have a Pilots Federation (PF) Reputation scale, Esteemed-Good-Fair-Neutral-Bad-Notorious which is governed by CMDR's.

If CMDR A is attacked and destroyed by a CMDR B (i.e. first to fire), CMDR A can optionally mark down the aggressor's PF REP -1 (CMDR A may not want to negatively affect CMDR B's REP, e.g. fair fight, I was asking for it etc.). Only Neutral to Esteemed REP CMDR's will have the option to down grade opponents REP after destruction.

PR REP downgrade can only occur if:-


1. If attacked first (i.e. fire upon or rammed or interdicted resulting in damage) by another CMDR.
2. If destroyed.
3. If you have a neutral or positive PF Rep.
4. If not in a Combat Zone i.e. signed up to a Power/Faction.
5. If not destroyed in Power v Power combat.
6. If you as the attacked & destroyed CMDR you wish to give a negative REP to your aggressor. This would be administered from the ship destruction or Buyback screen.
Reputation downgrading can be administered from the Destruction/insurance/buy back screen, after your ship has been destroyed.

CMDR's gain a positive PF REP boost if they destroy another CMDR's with a Bad/Notorious REP (+1/+2 respectively). Therefore allowing negative PF REP CMDR's to “redeem” themselves by destroying other negative PF REP CMDR's (dog eat dog).

In certain situations such as combat zones or [Power] Agent v [Power] Agent then this would not apply as CMDR's have signed up to a dangerous occupation. Therefore no PR REP changes would apply positive or negative.

Example PR REP table (variables illustration only! Frontier will have their own way for calculating Reputation, with Power & faction Reps).

Level - PR REP
3 = Esteemed = >50
2 = Good =10 to 49
1 = Fair = 1 to 9
0 = Neutral = 0
-1 = Bad = -1 to -24
-2 = Notorious = < -24

Example scenarios:-

(a) Welcome to the jungle! CMDR Noob [PF REP = 0] is attacked & destroyed by CMDR Griefer [PF REP = -24] for no apparent reason. CMDR Noob downgrades CMDR Griefer -1 PF REP, therefore CMDR Griefer has (PR REP= -25] acquired a Notorious PF REP.

(b) Take that! CMDR Respectable [PF REP = 3] is attacked by CMDR Badboy [PF REP = -3]. CMDR Badboy comes of worst and is destroyed. CMDR Respectable gains +1 to [PF REP = 4], whilst CMDR Badboy remains at [PF REP = -3].

(c) All in a days work! CMDR Bounty Bob [PF REP = 22] attacks & destroys CMDR Oddjob [PF REP = -26]. CMDR Bounty Bob gains +2 [PF REP = 24], CMDR Oddjob remains [PR REP = -26] but cannot downgrade CMDR Bounty Bob as he has a negative PR REP.

(d) Eagles at dawn! CMDR Flash [PF REP = +10] has altercation with CMDR Cocksure [PF REP = +7] about a new paint job. Both agree whatever the outcome they won't down grade PF REP's. CMDR Cocksure attacks and destroys CMDR Flash. CMDR Flash honours agreement and applies no change CMDR Cocksure's PF REP.

(e) Bleeding heart! CMDR Dastardly [PF REP = -55] attacks & destroys CMDR Mutley [PF REP = -13] for a laugh. CMDR Dastardly receives +1 [PF REP = -54]. CMDR Mutley remains [PF REP = -13].

(f) Kings shilling! CMDR Slaughter [PR REP = -10] is attacked & destroyed by CMDR Mercenary [PR REP = -1] in a Combat Zone (CZ). No change to either CMDR's PR REP. CMDR Mercenary limps out of the CZ to repair. On way to station gets interdicted by CMDR Mutley [PR REP = - 13] who attacks any destroys CMDR Mercenary. CMDR Mutley gains +1 [PR REP = -12], CMDR Mercenary remains on [PR REP = -1].


I am open to suggestions on other methods to gain positive PF REP other than taking out Bad and Notorious CMDRs. Maybe could have a time factor by dividing [PF REPtf = PF REP/hrs played], the PF REPtf would, over time converge to zero, if no further Kills positive or negative took place.


2) Have a Pilots Federation "Most Wanted" (MW) board of the Online CMDR's with the most negative PR REP's.

This is accessed in stations, with the top 100 (or suitable number) of the online most bad/ notorious CMDR's. With some associated intelligence, such as [NAME], [PR REP], [LKL Last Known Location], [TIME SCANED] & [PF BOUNTY]. Could also have ship type and wing strength etc. This table is updated in real-time or regularly (every n minutes) based on ship scans by NPC, stations & CMDR's, with crime reports activated in security systems. CMDR's/bounty hunters could request an intelligence feed to their message panel and Galaxy Map of a small number (1-10) of the "Most Wanted" CMDR's they are interested in.

This would make bounty hunting viable for PvP and keep the "Most Wanted" on their toes, without being too unbalanced against them. It would give every CMDR some measure of consequence for their actions. Accumulation of bad REP would act like karma. Therefore act as some sort of deterrent from the casual ganker, griefer, whilst providing more meaning to gaming for the hardcore Bad Boy CMDR's, as being the PF enemy no.1 would be an achievement of sorts. Whilst Bad/Notorious CMDR's would genuinely have some consequences for their actions and have to plan their moves more carefully.

The PF REP would work in a similar way to Power/Factions REP system, hopefully making it more likely to be adopted by the Devs. Having said this the crucial difference is that it is administered by the players themselves. System security is a matter for the powers/factions, this will continue to be administered by the game NPC's. PF REP stays with you even after destruction but your bounty pot will be shared by the successful bounty hunters. Normal bounty hunter rules apply e.g. KWS before attacking to gain all bounties etc.

Create a Criminal Intel Network (CIN) with Reputation score, responsible for feeding intelligence about top bounty hunters and power agents to CMDR's. The CIN is not a Power or faction but a loose network of criminal organisations pooling intel on potential threats. Any systems with an anarchist faction present would contribute intel to the network. The higher the crinmal/anarchist presence and the low the system security the more intel. gathered. The higher the CIN rep the more/better quality intel can be gather. It would work in a similar way to the Most Wanted board and could open up the potential for CMDR hits/assassinations contracts. Gaining REP with CIN would be done through non-faction blackmarket activity smuggling, selling illegal commodities and scanning potential threats, also carrying out contracts.

The top most esteemed commanders as famous individuals or impressive ships also would attracted attention & be targets for assassination contracts. Perhaps security scans could be intercepted or corrupt security officers could leak intel., also look outs could embedded in ports/stations etc. To balance things out perhaps a criminal intel. network could operate in anarchy, lawless stations and through blackmarkets, with the top most esteemed CMDR's with similar info and feeds to map/message panel. A certain amount of security scans could be intercepted in Low- High security system proportionally. Also CMDR ship scans could also be fed into the system (this may need extra button in control panel) or work if the "report crimes" button is off. This intelligence would be useful for avoidance and for making hits on Esteemed CMDR's viable also.


3) CMDR's can place bounties on other CMDR's through the Pilots federation.

Separate and in addition to fines and bounties from powers/factions. This would add to the incentives to bounty hunters and add to the consequences to the "Most Wanted". I know some CMDR's will get a bit silly but unless you are in the "MW" your locations will remain unknown, only exposing CMDR's to local CMDR's with KWS. In general I think this would be not abused, if so perhaps the issuing of bounties could only be done after destruction similar to the issuing of minus REP points.

Perhaps CMDR's can pay-off bounties if they depending on their PF REP.

Optionally bounties can by the PF as a function of the PF Rep of the attacker and the cost of the destroyed ship.

4) NPC Power/Faction crime & punishment tweaks. Power Agents can be an FIB type organisation.

A similar "MW" board system could work for Powers and Factions in parallel to Pilot Federation REP board in stations. Power/faction "Most wanted" boards could be up in stations controlled by Powers and factions, providing more bounty hunting opportunities. In addition to this a Power's Agents could act like the FIB, NPC agents could be sent out to hunt down, spy and attack the "MW" in their power's space, and possibly some forays in anarchy or rival powers aswell. The NPC agents could be dispatched in proportion to the Notoriety of the “MW” CMDR's. For example public enemy No.1 might have to deal with 10 NPC Agent incidences per 5 hours, whilst public enemy no. 100 might just have 1 per 10 hours.

If a CMDR has friendly or allied Power/Faction REPs security scanning would not be sent to Pilots Federation "MW" board, thus reduce risks in friendly area's, if neutral to hostile/bad then this will be shared as intel. Neutral and negative Reps would have security scans would be passed on to the PF & relevant Power/factions “MW” boards as intel.

CMDR's that have signed-up to a power could have more styles of play opened up to them, in addition to delivering diplomatic material. Being the eyes and ears supplying intelligence whilst on their travels. Attacking rival Agents and Wanted NPC a like. Hopefully this would open out the potential for buccaneering (Power sanctioned piracy) against rival powers. Depending on a CMDR's various REP,s would make him/her vulnerable it other jurisdictions. Perhaps fending off rival Power raids based on intelligence from the “MW” board or tracking NPC's hostile to the your power might be more potential.

Have two categories (A & B) of crimes, relating to their severity. Cat A could be reserved to serious crimes e.g. attacking ships, murder, this would be punishable by destruction as normal. Cat B for less serious crimes, e.g. speeding, where a fine would be sufficient. Is it right that a speeding fine means your are attacked be NPC security? However, if a Cat B fine is not paid off with a certain time frame them I would increase the fine, perhaps after so many increase then this could be classed as a Cat A offence.

Docking Privileges in non-anarchy systems would have a certain risk (proportionally) to it aswell, for the “MW” or hostile to controlling faction. Perhaps docking and facility privileges could be blocked in some cases also. If a hostile power agent with a negative Power REP does not have full station privileges, let say no access to repair and restock etc.

Hopefully the above measures could even create emergent game and more meaningful PvP and power faction dynamics without being too cumbersome to implement.

5) Insurance or buy back cost should be a bit more nuanced than it currently is.

Insurance is probably the most effective way to "punish" players. If the Pilots Federation insure commanders, then why not base the calculation on PF REP factor (Rf) and Claim rate (Cr) see below, could also factor in Rank discount (Rd).

Insurance calculation Factors
i) PF REP factor (Rf) scales from [0.01 to 1] "Esteemed" to "Notorious" respectively, e.g. "Esteemed" = 0.01; "Good" = 0.05; "Neutral" = 0.1; "Bad" = 0.5; Notorious = 1.
ii) Claim rate = Total number of claims/time played (hrs). CMDR's that make less claims are rewarded for their piloting skill and ability of not dying. This could be amended to exclude claims made through Combat action. i.e. (Total number of claims – number of combat claims)/time played.
iii) Rank discount based on Pilot Federation rank, higher ranks have bigger discount e.g. (Elite = 0.25; Mostly Harmless = 0.01).
iv) I = Insurance or Ship Buy Back Cost. Ship cost (Sc) is the total cost of ship + modules etc. that were destroyed.

I = Sc * (Rf + Cr - Rd)

Example a :- Mostly harmless CMDR in 1,000,000 crd ship, with neutral REP (Rf = 0.1), played 50 hours claimed 5 times (5/50 = 0.1); Ranked Mostly Harmless (Rd = 0.01);
I = 1,000,000 * (0.1 + 0.1 - 0.01)
I = 1,000,000 * 0.19
I = 190,000


example b :- Elite CMDR in 55,000,000 crd ship, with notorious REP (Rf = 1), played 250 hours claimed 58 times (Cr = 58/250 = 0.232); Rd = 0.25.
I = 55,000,000 * (1 + 0.232 - 0.25)
I = 55,000,000 * 0.982
I = 54,010,000



The values to the various factors involved in the insurance calculation can obliviously be tweaked.
Having an insurance system that rewards positive behaviour and "good" piloting ability and penalizes negative behaviour and "bad" piloting. If signed-up to power/factions or involved in a combat zone or a Power's agent perhaps a further discount could be subsidized by power/faction.

I would not insure mods or materials, so they are lost as these are unique, it would also level out benefit of having mods against not having them. I know there are a whole set of issues regarding mods this just a personal preference.

6) To make some of the above points workable I would separate out playing modes i.e. OPEN, PRIVATE, SOLO.
Treat them as parallel universes, so ships, mods, credits are all separate. Changing modes starts you in the place you left on in that particular mode etc., nothing transfers. This is to stop CMDR's just changing modes to allowing them unfairly escape. If combat logging is deliberately disconnecting to avoid destruction then simply allow a reasonable number per unit time e.g. 3 per month. Any more than that which is definitely not a server issue goes down as ship destruction for the disconnected player.

Anyway Sorry it was a bit long. hope it adds to the discussion.

cheers
 
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Piracy, murder, terrorism, greifing, ganking are all part of the charm of OPEN but there should be consequences for your actions (think that is the general consensus of the thread). Making the in game C&P dynamics more robust, based around Reputations and the security of the systems, with Power faction dynamics does seem logical. I remember when I started out and got my sidewinder popped by a superior ship, set me back a day or two. Wasn't too happy but it taught me alot and enhanced the gameplay as there was genuine jeopardy of flying through space. There should be similar jeopardy for the griefers etc. especially in High Security systems graded down to anarchy. All with respect to power and faction dynamics, "one man's terrorist is another man's freedom fighter". Buccaneering (state sponsored piracy) would also be opened up). I like the logic of not having docking privs in hostile system, stations etc. this could be graded aswell maybe you have a bad rep, so you will not have commodities just fuel only etc.

What I would like to see extra is:-

1.) Ability to place bounties on players directly in addition to and fines incurred. Players can add to the bounty pot if they want to, this will add to the incentives for bounty hunters.
2.) If destroyed by an aggressor (first to attack), then the victim can have the option of marking there opponents reputation down a little bit. Perhaps there could also be an equivalent reputation gain for taking down a notorious player.
3.) Some sort of "Most Wanted" board or data source for the most notorious players. Real time in game information regarding location/time could be updated when notorious players are scanned by players and system security ect. Perhaps a FIB type NPC dynamic could hunt down, spy, attack, the notorious players, similar to how the NPC Power agents operate. Wouldn't it be good if the hunter became the hunted, perhaps human players could form posses or vigilantly networks/ groups to deal with persistent gankers and griefers. At least it would make those styles of play less easy if your always looking over your shoulder.
4.) Have meaningful deterrents, if you are destroyed then you loose your mods, material etc. Also if you have a bad Rep maybe insurance costs are increased until you become notorious where you are uninsurable.

I think having more consequences for the would actually give more meaning to the more criminal activities as a lot of this negative game play is probably due to bordom and lack of jeopardy.

#1 could be abused by gold sellers... attack newbies in sidewinders, and goad them to put a bounty on your head for being an ... i am sure a lot would - not many credits each but with enough victims that could easily be a few million in short order... then get in a sidey and have your credit buyer take you out for RWM...

Alternatively have your friend take you out for fast credit gain... This was the reason they restricted wanted bounties to 1 million credits in a jurisdiction...

#2 could be abused by flying an unshielded sidey in front of a player hunting in a rez and getting blown up, then leaving negative rep for the bounty hunter, rinsing and repeating with the same bounty hunter would see the bounty hunter lose a lot of reputation and the griefer laughing...

I do think they should have a faction wide most 5 wanted or most 10 wanted on stations controlled by a major faction... for that factions space... Independents might list the top 3 of each alliance, empire, federation most wanted lists as well as the most wanted list for that system like we have now...

The thing is, playing the baddy still needs to be viable and fun for those who wish to be criminals... There in lies the balancing act and why any real solution needs to take into consideration the actual players playstyle... if they are repeatedly getting destroyed in their paper sideys by being rammed by other ships, increase the rebuy until the rebuy is actually twice the replacement cost of the ship...

sure they will whine... but have it only go up after a given number of deaths in a reasonable timeframe (for example 10 rebuys due to being rammed in 1 hour of gameplay, rebuy increases by 25% of the replacement cost.

Okay so your ship is getting blown up inside a res zone because you are getting in front of a bounty hunter in a paper thin 1% hull no shielded ship...
Add a risk factor to the ships stats... and each time you change instance (going from supercuise to normal space or vice versa etc, and you have a high risk factor due to no shields and 1% hull dropping into a dangerous area, insurance rebuy becomes comensurate to the inverse of the risk.. so at 1% hull and no shields - a pretty much known death on any bump... your risk would be at 200, your rebuy would be 200% the cost of purchasing the ship and the modules... It will sort out people using that method of griefing reasonably quickly I think.. (and those pesky traders who are silly and fly without shields as well)

Piracy does need some love... I am not sure how to fix this but I do think there needs to be a better way to communicate that you are pirating the other player and better tools for implementing piracy...
 
#1 could be abused by gold sellers... attack newbies in sidewinders, and goad them to put a bounty on your head for being an ... i am sure a lot would - not many credits each but with enough victims that could easily be a few million in short order... then get in a sidey and have your credit buyer take you out for RWM...

Alternatively have your friend take you out for fast credit gain... This was the reason they restricted wanted bounties to 1 million credits in a jurisdiction...

#2 could be abused by flying an unshielded sidey in front of a player hunting in a rez and getting blown up, then leaving negative rep for the bounty hunter, rinsing and repeating with the same bounty hunter would see the bounty hunter lose a lot of reputation and the griefer laughing...

I do think they should have a faction wide most 5 wanted or most 10 wanted on stations controlled by a major faction... for that factions space... Independents might list the top 3 of each alliance, empire, federation most wanted lists as well as the most wanted list for that system like we have now...

The thing is, playing the baddy still needs to be viable and fun for those who wish to be criminals... There in lies the balancing act and why any real solution needs to take into consideration the actual players playstyle... if they are repeatedly getting destroyed in their paper sideys by being rammed by other ships, increase the rebuy until the rebuy is actually twice the replacement cost of the ship...

sure they will whine... but have it only go up after a given number of deaths in a reasonable timeframe (for example 10 rebuys due to being rammed in 1 hour of gameplay, rebuy increases by 25% of the replacement cost.

Okay so your ship is getting blown up inside a res zone because you are getting in front of a bounty hunter in a paper thin 1% hull no shielded ship...
Add a risk factor to the ships stats... and each time you change instance (going from supercuise to normal space or vice versa etc, and you have a high risk factor due to no shields and 1% hull dropping into a dangerous area, insurance rebuy becomes comensurate to the inverse of the risk.. so at 1% hull and no shields - a pretty much known death on any bump... your risk would be at 200, your rebuy would be 200% the cost of purchasing the ship and the modules... It will sort out people using that method of griefing reasonably quickly I think.. (and those pesky traders who are silly and fly without shields as well)

Piracy does need some love... I am not sure how to fix this but I do think there needs to be a better way to communicate that you are pirating the other player and better tools for implementing piracy...

Thanks for the reply Excalibus. I have worked through some of the logic regarding bounties and Reputation in the post immediately above. Sorry it's a bit long will try and condense it a bit at some point. Briefly though your points one and two are a direct result of there not being enough jeopardy when a your ship is destroyed! If CMDR's are getting destroyed on purpose by a sidekick for a few credits, as there is no death and they are insured 95% value of a ship, then where is the jeopardy? Limiting bounties is a sticking plaster because the logic of the current system is flawed.

The Pilots Federation is key to fixing this, it is above power/faction politics even morals/ethics of playing styles. It's remit is to it's members (i.e. CMDRs not NPC) and it's major job is to insure CMDR's, (where does it get all is credits from anyway? :S). If Pilots Fed had a better insurance mechanism based on it's Membership Reputation (i.e. it's membership REP ranked by it's membership) and pilot ability (i.e. your rewarded for not making claims). Then it would reward everyone's playing style including piracy (i.e. robbing somebody not destroying them), the option for pure psychopathic behaviour should be always open but not rewarded. Of course there will be the odd loop hole, but I kinda like the idea of griefers shooting griefers on the dark side of a moon somewhere, to claim a bounty, at least they won't be griefing a noob for a few minutes. Traders with even good Reps but take risks, e.g. weak ships/risky missions, will also have potentially higher costs (we agree on this).

Your on to something with the insurance though, but I think you are over complicating it with taking it account ship capabilities, (as mention above this should already be implicit in the game but its not). I have come up with the calculation (see above on main write up with examples).

Insurance cost = Ship Cost * ( PF REP factor + Claim rate factor - PF Rank discount ).

The variables can be tweaked but this would definitely give all CMDR's a reason to stay in one piece, whatever their style. If the insurance costs more than the face value of the Ship Cost, after calculation then it would still make sense in not having the hassle factor of searching around for the best modules. If a CMDR with bad REP and Claim rate has to pay 110% of his Ship Cost, it is still probably worth while if it took a long time to source the mods. Agree with your point here with the rebuy example. I expect that scenario won't be popular but I think the general calculation holds up. It could be weighted this way and that.

Agree definitely on the piracy issues though, the galaxy should be an ideal place for pirates/banditos. Perhaps if there was a way of preparing set messages I.e. "stand and deliver... your cargo or your life!" you could cut to the chase. Perhaps there should be a new weapon or FSI that disables the FSD for longer periods maybe up-to 5 mins. That would help a bit.
 
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My personal and very controversial opinion: Split the servers (BGS/Matching making servers). Open PvP servers, Open PvE/Group/Solo servers.

Have fun, fly safe. o7

Edit: Also, adding credit incentives to play in Open is just not a very straight forward idea. And to me it's just a little "under-handed"(?).

Yes, I agree with you and definitely don't agree with adding a credit incentive for playing in open. If Frontier wanted to fix the issue, they would have two servers, PvP and PvE. That would bring everyone to their prospective servers but want to know something I found out a long time ago in many other games, PvPers wouldn't like it because most players would end up on the PvE server and that isn't what PvPers want. They want everyone to play the way they want everyone to play. Frontier knew what would happen and created private groups just because of it. Why are people so adamant about players playing in open, because very few people want to do it. Most players are PvEers and not PvPers. Reality bites for PvPers.
 
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OK... Let's play make believe for a minute...

In 2.4, FD introduce a new Crime and Punishment mechanic/system. If you "illegally" attack and/or destroy a Pilots Federation member (anywhere), a new "Criminal Reputation" for you is affected. And it's done in an exponential fashion, such that if you're already in the realms of being unsavoury, it'll increase even more so with repeat activity.

Now let's assume - without getting too specific - this reputation has some significant effect in the game:-
  • Other players can see it (at least via a kill warrant scan?).
  • Stations/settlements in a system slowly and surely will not allow you there (eg: when you prepare to jump to a system you're warned on the new information that pops up as you prepare to hyperspace if you are "not welcome").
  • And/or maybe rebuys get slowly hugely more expensive.
  • Maybe at a certain stage, this status means you ultimately become a "shoot on sight" target for other Pilots Federation members?
  • Force OPEN mode only?
And only by doing activities to counter this (eg: bounty hunt etc), and/or as time passes by, would this "Criminal Reputation" reduce again.


Now, this is of course all along the lines of what many people have suggested for Crime and Punishment or a "karma" system. And of course people have gone into far more detail than my noddy example.


The Important Question
Many people would clearly think this there would be benefits to such a mechanic...

But what problems could such a system introduce? And most importantly what gameplay would people imagine would actually be damaged/undermined by its introduction?



note: Obviously the question of what counts as "illegal destruction" needs clarification. eg: Powerplay ifs/buts would have some say in this. But otherwise it would be simply along the lines of if the player is Wanted etc.
 
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In 2.4, FD introduce a new Crime and Punishment mechanic/system. If you "illegally" attack and/or destroy a Pilots Federation member (anywhere), a new "Criminal Reputation" for you is affected. And it's done in an exponential fashion, such that if you're already in the realms of being unsavoury, it'll increase even more so with repeat activity.

snip

But what problems could such a system introduce? And most importantly what gameplay would people imagine would actually be damaged/undermined by its introduction?

Now I'm coming from this from the angle of a mostly PvEer. I don't have the time to gear up for or the inclination to fight serious PvP. Having said that, I would be interested in a career as a pirate (have tried it out a few times in Beta and once for laughs as a rabid Sidewinder pirate in a CG), so there's an odd chance that I might have to destroy another Pilots Federation member to show that I'm serious.

The angle you would have to elaborate is, what is the geographic scope of this negative Criminal Reputation? If too broad it shuts down gameplay entirely for the criminal (unless they suddenly want to go off exploring and gaze repentantly at neutron stars). If too geographically limited (at present) PF member killing doesn't have any consequence. Does slowly and surely mean that the extent of this persona non grata zone extends over time? With additional crimes?

My ideal 'make believe ED' would create this geographic scope by elegantly inverting the rules in some locations, given a 'shadow culture' of criminal outposts, markets and even systems where the rules are inverted and only those with Criminal Reputation are welcome, and make Anarchies the interface between the lawful and the shadow side of humanity.
 
Thanks for the reply Excalibus. I have worked through some of the logic regarding bounties and Reputation in the post immediately above. Sorry it's a bit long will try and condense it a bit at some point. Briefly though your points one and two are a direct result of there not being enough jeopardy when a your ship is destroyed! If CMDR's are getting destroyed on purpose by a sidekick for a few credits, as there is no death and they are insured 95% value of a ship, then where is the jeopardy? Limiting bounties is a sticking plaster because the logic of the current system is flawed.

The Pilots Federation is key to fixing this, it is above power/faction politics even morals/ethics of playing styles. It's remit is to it's members (i.e. CMDRs not NPC) and it's major job is to insure CMDR's, (where does it get all is credits from anyway? :S). If Pilots Fed had a better insurance mechanism based on it's Membership Reputation (i.e. it's membership REP ranked by it's membership) and pilot ability (i.e. your rewarded for not making claims). Then it would reward everyone's playing style including piracy (i.e. robbing somebody not destroying them), the option for pure psychopathic behaviour should be always open but not rewarded. Of course there will be the odd loop hole, but I kinda like the idea of griefers shooting griefers on the dark side of a moon somewhere, to claim a bounty, at least they won't be griefing a noob for a few minutes. Traders with even good Reps but take risks, e.g. weak ships/risky missions, will also have potentially higher costs (we agree on this).

Your on to something with the insurance though, but I think you are over complicating it with taking it account ship capabilities, (as mention above this should already be implicit in the game but its not). I have come up with the calculation (see above on main write up with examples).

Insurance cost = Ship Cost * ( PF REP factor + Claim rate factor - PF Rank discount ).

The variables can be tweaked but this would definitely give all CMDR's a reason to stay in one piece, whatever their style. If the insurance costs more than the face value of the Ship Cost, after calculation then it would still make sense in not having the hassle factor of searching around for the best modules. If a CMDR with bad REP and Claim rate has to pay 110% of his Ship Cost, it is still probably worth while if it took a long time to source the mods. Agree with your point here with the rebuy example. I expect that scenario won't be popular but I think the general calculation holds up. It could be weighted this way and that.

Agree definitely on the piracy issues though, the galaxy should be an ideal place for pirates/banditos. Perhaps if there was a way of preparing set messages I.e. "stand and deliver... your cargo or your life!" you could cut to the chase. Perhaps there should be a new weapon or FSI that disables the FSD for longer periods maybe up-to 5 mins. That would help a bit.

yes I did not see your most recent post until after I posted my initial reply...

My responses to points one and two are still valid...

And I understand the system I mentioned with regards to insurance - the risk checking... comes with an unseen advantage...

Systems and locations can be risk weighted as well to make the calculation easier - this would be necesarry for determing risk... this has a benefit of placing a potential weighting which could be used for commodity prices making higher risk locations / systems pay more for commodities being imported and less for commodities being exported... Yes I know this has nothing as much to do with your end aim... but it is a nice side benefit... suddenly we are giving incentive for traders to go to riskier systems... which brings rise to more potential piracy play...

I do think a risk assessment can also be used in conjunction with the combat / defensive strength stats of ships... so when gankers in high end combat ships sit in a starter system taking out newbie commanders in sidewinders then there is further options for manipulating the reputation of the ganking pilots... if the newbie ship has a good risk assessment - has shields and is in what is a relatively safe system, and the ganker has a good risk assessment, but is in a vastly stronger combat ship then they suffer negative rep in that system for actions performed against the newbie winder... This of course would also take into consideration the pilots combat rank etc...

Your idea of PF rep is a good one and should be used for added granularity along with the other reputations and legal status etc IMHO
 
Now I'm coming from this from the angle of a mostly PvEer. I don't have the time to gear up for or the inclination to fight serious PvP. Having said that, I would be interested in a career as a pirate (have tried it out a few times in Beta and once for laughs as a rabid Sidewinder pirate in a CG), so there's an odd chance that I might have to destroy another Pilots Federation member to show that I'm serious.

The angle you would have to elaborate is, what is the geographic scope of this negative Criminal Reputation? If too broad it shuts down gameplay entirely for the criminal (unless they suddenly want to go off exploring and gaze repentantly at neutron stars). If too geographically limited (at present) PF member killing doesn't have any consequence. Does slowly and surely mean that the extent of this persona non grata zone extends over time? With additional crimes?

To clarify my example, I'd suggest in its simplest form, the "illegal" attacking/destruction of another Pilots Federation member anywhere would affect the CMDRs "Criminal Reputation". We can discuss if the effect is increased even more by a systems security system, but ultimately I just don't see the premise that somehow it's beneficial for Anarchy system to let anything go. It's counter productive at the moment, so permitting it to go on not being penalised wouldn't be good IMHO.

So again, ultimately what would be the problems introduced by this approach? I can certainly see many CMDRs seeing advantages!


My ideal 'make believe ED' would create this geographic scope by elegantly inverting the rules in some locations, given a 'shadow culture' of criminal outposts, markets and even systems where the rules are inverted and only those with Criminal Reputation are welcome, and make Anarchies the interface between the lawful and the shadow side of humanity.
I can sort of see this, but maybe bound into a piracy reputation of some sort? Goodness knows piracy needs to love, so maybe giving it some content/depth along these lines is the answer.

And, this still wouldn't change the point in discussion. If a pirate regularly illegally destroys other CMDRs then their criminal reputation (nothing to do with their piracy reputation in this case) should seriously hinder/affect them! Piracy should be about the extraction of cargo for CMDRs (& other illegal activity eg via specific missions/mechanics) not their regular destruction.

NOTE: One idea I do like the idea of is, if we consider the proposed new Crime and Punishment system seriously reducing mindless/illegal PvP destruction, then FD could actually then control the the amount of "illegal destruction" to a good degree. ie: Imagine if for pirates of a high enough reputation if amongst other missions available to them were missions to destroy other CMDRs in open at specific location(s)? These missions would offer CMDR the ability to therefore kill a CMDR at the missions location in effect "legally" as the mission giver would hide the crime. As such FD could even control the amount and location (to some degree) of mindless destruction within PvP.
 
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