Would this make you play Open more?

This is an idea I have presented before, but I believe it is relevant given all the PvP / PvE discussions lately:


Theory:
The main reason for the PvP hatred is that it doesn't happen by choice. Being blown out of the sky for no reason can happen anywhere, any time, with little to no consequence for the attacker. For PvE'ers that aren't specialised in combat, or even good combat pilots that haven't spent a large amount of time engineering, there is very little to do about this other than escaping (waste of time) or moving to PG or Solo.


Solution:
Ensure that the different system security states actually mean something, AND give incentives for moving into more dangerous areas of space.

1. System Security. The security response in a high security system should be near instant and overwhelming. The defending ship should only have to be able to survive say 15 seconds before the attacker is swarmed by god-like system security ships and nuked to oblivion. Scale this progressively down to where low sec is more or less like medium sec is now, and anarchy is just that, anarchy.

2. Security State. Make the system security state obvious. Make a tutorial that explains to new players that they should remain in high sec systems, plot routes through high sec systems, and only take missions to high sec systems if they wish to remain safe.

3. Rewards. Make rewards for taking missions going to low sec or anarchy systems considerably higher (twice?) what you would get for a similar mission in high sec. Same for CG's - higher risk = higher reward. Ensure that this is true also in Solo by populating low sec systems with aggressive highly engineered pirates, bounty hunters and psychos.

4. Locations. Spread the system security states out according to some logic. Make some areas of the bubble dangerous, others safer, create crime hotspots, maybe connected to large material deposits (gold rush style).



Summary:
In short, make PvP a player choice even in Open. Stray out of high sec and you risk getting shot at. For me this would mean that instead of getting killed and thinking "what an ing *** he was" I'd think "damn, I should have stayed in high sec because I suck". It would be my choice to risk leaving high sec for a higher reward or a lucrative CG.

Would this entice anyone else back into Open?

Its something I have been asking for, for a while. I like it.
 
Yup, actually having system security MEAN something should be No.1 on FD list of how to improve online play.

Then they can take a look at why the pilot federation HQ allow their members to wildly kill other members within their domain - an organisation that sets "pilots to a higher standard..."
 
I've said already and I will say it again: high security core worlds - medium security inner ring worlds - lawless fringe worlds. Divide bubble into 3 security types, tweak police forces accordingly and we're set.

Core worlds - power play capital and anything around within 20-50 LYs range. Police presence more common than space dust, mandatory scans upon entering the system. Every unauthorized weapon discharge = almost instant police response. Lack of wanted targets in those areas, all swept by the police.

Ring worlds - any system 50+ LY from PP capital. Usual space, mix of everything. Pretty much what we have now. Police forces are present but not constantly. Pirate raids probable, conflict zones at the different PP borders. Occasional black markets and shady business opportunities.

Fringe worlds - lawless space, heaven for any criminal. No police forces presence, hunting grounds for bounty hunters. Black markets everywhere, high chance of pirate attack - you go there on your own.

Want to be safe? Fly in core worlds.
Want to feel some thrill - go to fringe.
You would like but scared a bit? Try ring worlds.

Would this convince people to play in Open? Probably not. PvP maniacs would have hard time to stalk easy prey in core worlds, non-combat oriented CMDRs would rarely venture into fringe worlds. But imagine highly organized pirate raid into a core world. Or a massive bounty hunting party sweeping through fringe worlds...
 
Right this moment you leave the supermarket, your hands full of shopping bags, when a bunch of angry guys jump out of dark corners. Not only that you are alone suddenly faced with four of these guys. They carry all sorts of dangerous stuff. Knifes, pistols and other scaries. The first one smashes your legs down with his baseball bat, the second one shoots you into your back and rest of them finishes you up with a perfect knock out. Welcome. This is Frontiers meaning of "having great fun". Forgot to mention the nice pink hat while speaking about this "excitement"...
 
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This is an idea I have presented before, but I believe it is relevant given all the PvP / PvE discussions lately:


Theory:
The main reason for the PvP hatred is that it doesn't happen by choice. Being blown out of the sky for no reason can happen anywhere, any time, with little to no consequence for the attacker. For PvE'ers that aren't specialised in combat, or even good combat pilots that haven't spent a large amount of time engineering, there is very little to do about this other than escaping (waste of time) or moving to PG or Solo.


Solution:
Ensure that the different system security states actually mean something, AND give incentives for moving into more dangerous areas of space.

1. System Security. The security response in a high security system should be near instant and overwhelming. The defending ship should only have to be able to survive say 15 seconds before the attacker is swarmed by god-like system security ships and nuked to oblivion. Scale this progressively down to where low sec is more or less like medium sec is now, and anarchy is just that, anarchy.

2. Security State. Make the system security state obvious. Make a tutorial that explains to new players that they should remain in high sec systems, plot routes through high sec systems, and only take missions to high sec systems if they wish to remain safe.

3. Rewards. Make rewards for taking missions going to low sec or anarchy systems considerably higher (twice?) what you would get for a similar mission in high sec. Same for CG's - higher risk = higher reward. Ensure that this is true also in Solo by populating low sec systems with aggressive highly engineered pirates, bounty hunters and psychos.

4. Locations. Spread the system security states out according to some logic. Make some areas of the bubble dangerous, others safer, create crime hotspots, maybe connected to large material deposits (gold rush style).



Summary:
In short, make PvP a player choice even in Open. Stray out of high sec and you risk getting shot at. For me this would mean that instead of getting killed and thinking "what an ing *** he was" I'd think "damn, I should have stayed in high sec because I suck". It would be my choice to risk leaving high sec for a higher reward or a lucrative CG.

Would this entice anyone else back into Open?

These are all pretty good PVE changes as well, I like them...

It would be good if there was a tangible change in the overall feel of the various systems. This could be reflected by adding multiple Security Installations in high security systems to better explain the faster response times. Likewise, Pirate bases in low security/anarchy systems that brave players can invade.

I think the most powerful feature that Frontier could add to the game is a shift in its soundtrack as you move between these systems. Moving into an anarchy system should provoke a vocal warning from your ship and the soundtrack should be menacing and eerie. Currently the soundtrack is the same in all area’s of space and although it’s a very good soundtrack, it doesn’t always reflect your environment.
 
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There's something in your theory I don't agree with, and therefore can't agree with the solutions either. I don't think escaping is a waste of time.

You avoid rebuy, loss of cargo / merits / mission stuff. In my opinion, that's well worth the time spent escaping.
Sorry, I may have been unclear - the whole PvP encounter will be a waste of time as you just have to spend the extra seconds escaping into a different star system with no fun added to the experience IF you were not in the mood for a PvP encounter.

As to making PvP a player choice in Open - that seems redundant. By choosing Open, you're consenting to whatever goes within the rules of the game, including the chance of encountering players with deadlier ships than yours. If that's not your cup of tea, Private Groups and Solo are perfectly valid options.

That is just the point though - right now if you don't like PvP you stay out of Open, end of story. I propose to change this, making certain areas "safe", as High Security should be, and other areas dangerous. That allows more player to player interaction of the non-violent kind, CG's that focus on trading in High Sec areas will have lots of friendly commanders flying around chatting with each other and going about their day.

If you want to spice up your flight you take some missions or go to a CG in a low sec or Anarchy system, and you are prepared for PvP encounters. In other words, if you die in one of those systems it is entirely your own fault - git gud or stick to High Sec.



Again though, I totally understand those who are not interested in any interactions with other players. This thread is not for them :) However those, like me, who would love to fly around seeing lots of other commanders all over the place but avoiding the PvP encounters that come out of nowhere "for the lulz" might be interested in these changes.
 
Right this moment you leave the supermarket, your hands full of shopping bags, when a bunch of angry guys jump out of dark corners....

Hopefully with changes like I proposed you can make your choice - go shopping in a nice calm suburb or a run-down corner shop in murdertown which sells cheap stuff but is frequented by murderous psychopaths ;)
 
The idea is sound and good but pretty much useless with the difference between vanilla and engineered ships. So no.

For me these changes would make engineering worthwhile. At the moment if you engineer your ship for PvE usage it becomes overpowered, no NPC's can touch you. With my proposed changes engineering would be pretty much mandatory for going into Anarchy systems, at least the basics such as thrusters and shields. Much like other MMO's really, if you are a low level character you have to stay in the safer low level areas - once you level up you can expand your operations and face new challenges.
 
It is not that we would not love a decent fight with our nice T-10 Defender. But both wings and engineers, especially the combination of both plus special effects ruined any hope of a nice fight.
 
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Some of them do...like the two ¨pirates¨ I met...went through all the motions, dropped 2t of cargo played along...then they killed me anyway laughing and calling me a noob sucker fer playing along...

Consequences mean that I never play along to pirates anymore, genuine or not...Ill suicide before giving them an ounce or Ill make them destroy me. Ive suicided twice in a cutter already...its not an idle threat and as things stand now, Im only still in open by a thread...very close to just moving back to solo if I gotta listen to any more of that inane childishness they seem to think is funny when really its just immature and pathetically sad ^

I understand what you mean. It's that puerile and childish behaviour prevalent in online games which makes me prefer offline/PvE co-op games. :)
 
I'd welcome the changes as an Open only player however, I don't think that ANY change would stop random killings (for whatever reason) by other CMDRs.

From just reading the forums it seems like peeps don't choose Open because:-

1. Random killings (so prefer PvE and consensual PvP)
-as in the lack of additional reward for potentially facing this
-as in the loss of time/credits (esp true for explorers as the best example of this)
-as in the lack of a in world reason to PvP (in CMDRs perception)
-silly childish commentary on relative epeen sizes

2. Just Prefer Solo - "Spirit of '84"

3. Networking/Instancing issues

Roughly in that order? Speak up Solo/PG players if there is anything I have missed?

With (the potential for) random killings seeming to be one of the main reasons why people don't choose to play in Open then, and as aforementioned these changes only address the consequences of random killings it'd be nice but not swing the majority over.

Personally, I'm cool with that aspect which is why I am Open only (and props to those who choose whatever mode they want to play in), and IMHO we have 3 modes that cater to most players playstyle across the board.
 
Frankly, this is still something the original Elite did better than ED - based on security levels being tied to government types.
I still can't quite get my head around the apparent lack of impact of Security States in ED.
 
As a completely clean pilot, and one that should be left alone - the only thing that would entice me to spend more time in open is if my attacker / destroyer / killer foot my insurance bill + cargo losses.

Then I'll be all ears
 
Agreed, random killings will still be a thing, but they will be "expected" as you have strayed out of the safe zone of high security. As it stands random killings happen anywhere, even outside high security noob spawn stations - that is enough to scare anyone off into Solo permanently.

With these changes, if you decide to take on a mission to low sec, be prepared for highly engineered PvP'ers attacking you for no reason at all. Not perfect, but at least it becomes possible to avoid and prepare for. It would also allow for different CG's set in different systems - one guaranteeing PvP, another being pretty much PvE only due to an overwhelming security presence.
 
The only thing that would entice me to spend more time in open is if my attacker / destroyer / killer foot my insurance bill + cargo losses.

Then I'll be all ears

This! When I was rear-ended in traffic last year I paid zero. My attacker ... I mean the lady who hit me ... footed the bill for both the damage to my vessel ... I mean car ... and her own. Repaying the insurance costs to your victims should be mandatory when clearing your legal status.

EDIT: Should not apply in Anarchy / Low Security system or in legitimate Conflict Zones and Hazardous Resource Extraction Sites.
 
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verminstar

Banned
I understand what you mean. It's that puerile and childish behaviour prevalent in online games which makes me prefer offline/PvE co-op games. :)

I come from a pvp background and I normally love the thrill...in this game however, its not quite as thrilling as Id hoped which is why I avoid it. Players compare the salt to eve, a game I played fer 8 years...difference being how they setup however. I lose a carrier in eve, takes about an hour to make back the cost which was significant, I had ways and means lets just say...here ye lose a top end ship, and it takes half a week to make up the loss. That alone means pvp is best avoided unless yer already rich.

As fer the salt...I remember the salt in eve was pretty bad though worse on the forums than in the game...in elite, its worse in the game than it is on the forums. Mostly because of reddit that keeps the saltiest away from here but the comparison is exactly what I have found in my 3 years here ^
 
I'd welcome the changes as an Open only player however, I don't think that ANY change would stop random killings (for whatever reason) by other CMDRs.

From just reading the forums it seems like peeps don't choose Open because:-

1. Random killings (so prefer PvE and consensual PvP)
-as in the lack of additional reward for potentially facing this
-as in the loss of time/credits (esp true for explorers as the best example of this)
-as in the lack of a in world reason to PvP (in CMDRs perception)
-silly childish commentary on relative epeen sizes

2. Just Prefer Solo - "Spirit of '84"

3. Networking/Instancing issues

Roughly in that order? Speak up Solo/PG players if there is anything I have missed?

With (the potential for) random killings seeming to be one of the main reasons why people don't choose to play in Open then, and as aforementioned these changes only address the consequences of random killings it'd be nice but not swing the majority over.

Personally, I'm cool with that aspect which is why I am Open only (and props to those who choose whatever mode they want to play in), and IMHO we have 3 modes that cater to most players playstyle across the board.

I just see absolutely no advantage or enhanced pleasure by playing in open. Other friendly CMDRS on Xbox are limited to quickly typing ‘07’ and they aren’t going to come and engage in the same activities as myself, if I want to chat to CMDR’s I just come here!

That just leaves unfriendly CMDRS, why would I actively press a button that let’s unfriendly people into my play experience?!? Why, why...?
 
Viking, I think your thread title is off and creating discord more than you wanted. Your ideas would make Open BETTER. That they would be a minimum requirement for anyone not playing the PvPmeta to play in Open is also a point. But it is a minimum requirement for it, not a necessitating one. And think about it, what in there makes Open LESS real and immersive and just plain fun? Does it not improve it even?

No.

What probably needs doing is "Anarchy" on empty and uninhabited systems needs to go (or at least outside the bubble) because they have no government, not an anarchy one. They're lawless in that they have no government to issue laws, not anarchy as in a place without masters, only peers and equals. It's empty. And those empty places in the bubble that remain anarchy should be populated by enough of a civilisation to MAKE it anarchy rather than just empty of anything. You need engineers in there so "pirates" can engineer without being pewpewd to death and you need places that sell all the types of module they want and need so that they can get their class 8 power plant without having to sneak in through a gauntlet to just buy an upgrade to their ship.

Your neglect of these is likely due to your desire to make people go in open. Drop that desire and you realise that you can't just add places for PvE to play away from the PvP crowd, but you need somewhere for that PvP crowd to enjoy the full gamut of the games' offerings or otherwise all you're doing is slapping "pirates" with a spiky bat in the hopes that you will get the griefers and trolls out of the game.

I've proposed almost the identical system to you ages back, with the above extras for the "pirate" crowd so THEY get the benefits of a better Open World. And I wasn't the only one.
 
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