CIG issues warnings, twitter becomes a bit butthurty.

Thalstan

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Pirates will exist and a Starfarer has the potential like other transport ships of being a sweet payday for them and so flying one alone is just asking to loose it. After all were was your wingman and crew? There is also lots of bugs that can be exploited, a lack of a robust security system and bored players who are looking for something to do in the sandbox. So its leading to a lot of negative behavior that hopefully will calm down as game features come online. But like I said Pirates and those with nefarious designs will exist as both players and NPC's and so you will need to pick the mission and ship that best fits your current situation. Going at it alone near hot zones of pirate activity? Perhaps a solo Starfarer is not the right choice.
Unfortunately, Wingmen or crew members don't do jack for people who do this type of thing. Note that he is in the armistice zone. Wingmen can't shoot weapons and I suspect that the pirate did not have a crime-stat. Had the wingmen rammed the pirates ship, the pirate would have claimed "HE" got rammed. Had the starfarer crunched the guy, again, he was rammed. Either way, the Starfarer pilot or wingman just got a crimestat while the "criminal/pirate/griefer (and yes, this IS griefing) gets away with no penalty other than to respawn a fast spawning ship.

I get what you are saying. I really do, but game mechanics are the issue here. Griefers use game mechanics to exploit a system that is broken and cause problems for other players. This is not a pirate in open space or near an outpost that is trying to capture/force down your ship so they can steal/loot it. It is not a player with a crime stat that your escorts can happily blow away and get rewarded for it. This is a person who used an armistice zone, ramming mechanics, to force someone down in a place the griefer could not take any advantage of it. It was only to cause someone else problems.

I have no problems with the pirate who hits you in open space. Yes, there does need to be a way for people who threaten you to be shot at and engaged/driven off without the escorts suffering a penalty, but that's a different issue. I have no problems if a person tries to force your ship down near the surface of a planet outside an armistice zone (so long as you can shoot them back with no penalty). But what NNBF described was not that. It's this type of exploiter that causes more problems for PvP acceptance than almost anything else. If you really want this game to have open world PvP, this is the type of thing that needs to be fixed. It can be with game mechanics, bans, etc., but it has to get fixed.
 

Bambooza

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Unfortunately, Wingmen or crew members don't do jack for people who do this type of thing. Note that he is in the armistice zone. Wingmen can't shoot weapons and I suspect that the pirate did not have a crime-stat. Had the wingmen rammed the pirates ship, the pirate would have claimed "HE" got rammed. Had the starfarer crunched the guy, again, he was rammed. Either way, the Starfarer pilot or wingman just got a crimestat while the "criminal/pirate/griefer (and yes, this IS griefing) gets away with no penalty other than to respawn a fast spawning ship.

I get what you are saying. I really do, but game mechanics are the issue here. Griefers use game mechanics to exploit a system that is broken and cause problems for other players. This is not a pirate in open space or near an outpost that is trying to capture/force down your ship so they can steal/loot it. It is not a player with a crime stat that your escorts can happily blow away and get rewarded for it. This is a person who used an armistice zone, ramming mechanics, to force someone down in a place the griefer could not take any advantage of it. It was only to cause someone else problems.

I have no problems with the pirate who hits you in open space. Yes, there does need to be a way for people who threaten you to be shot at and engaged/driven off without the escorts suffering a penalty, but that's a different issue. I have no problems if a person tries to force your ship down near the surface of a planet outside an armistice zone (so long as you can shoot them back with no penalty). But what NNBF described was not that. It's this type of exploiter that causes more problems for PvP acceptance than almost anything else. If you really want this game to have open world PvP, this is the type of thing that needs to be fixed. It can be with game mechanics, bans, etc., but it has to get fixed.
I agree the current state of the game with few game features implemented does create situations were there is not much one can do to counter adverse player behavior besides ignore them, log in on different servers or just not go near stations they frequent. This is the unfortunate side effect of a open world early alpha public game and a reason why I imagine they have pushed game play features like crime stats, prison and rep to the top of the list instead of game features that would add more content like repair, refuel, rearm, heal etc. The other take away as you pointed out the system is broken and it is because its a work in progress with lots of required subsystems still needing to be implemented. I understand its cliché to say and in someway it is, but the truth is for the next few years nothing we do in SC matters beyond the personal skills acquired and even those are of limited use given how much game mechanics continue to change. I would say instead of looking at the StarFarer being griefed (and yes in this case I agree it is) look at it as a opportunity to figure out how can you as a pilot handle the situation when another pilot is attempting to crash into/push you into the ground as it could be an effective tactic in the coming years. Don't worry about the money lost or cargo value as every patch comes with the risk of a wipe. Find and document the ways players are exploiting the system and write it up on the issue council. Learn how to anticipate adverse player actions and find new ways to counter it. In the end drink a few beers relax and realize it all goes away many times between here and beta. I realize there is a since of accomplishment when your wallet shows millions of aUEC. But can you do anything with it?
 
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Bambooza

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I just hope the pvp system and features end up nothing like/close to EVE...
Eve's PVP is interesting, and I find that peoples perception of Eve's PVP change depending on where they have gone in the system.
  • Those who have only ever resided in secure space have only really engaged mostly in PVE against weak AI pirates and the random death ganker (ship crafted to quickly dispatch mostly afk miners but will get pummeled quickly by the NPC security response force) who's joy comes from the knowledge they killed another carebear.
  • Those who encounter gate campers in lowsec as they try to sneak in to either engage in ratting or find rare ore. The gate campers used to take advantage of the load time after using a gate or warping to a gate to give themselves and edge in either engaging or fading. Most of the players they trap are solo or in small groups not usually set up to deal with pvp and if they are the camper either jumps themselves or warps away.
  • Those who live in null space. While its not uncommon for some small skirmishes, I find it often is far easier as most players are aware of their actions, the balance of uneasy truces and the high costs of open conflict.
For me there was a mix of great things Eve established in the fact that everything needed to be crafted mostly by the players themselves and the economy that creates. What they did not do well is how the NPC security force responds to hostile actions and what those actions are. When it comes to null space it works because the players define their rules and how they wish to enforce them.

It is my hope when it comes to StarCitizen that the cost of loosing ones spaceship is not trivial. For when game gear becomes trivial then the cost of bad behavior is minimized to the point were it can be ignored and players can and will engage in anti social actions. And it doesn't always have to be gear it can be long lasting memory of your actions in that the first time you turn hostile towards green targets it takes you an hour or two to expunge the black mark on your rep and then subsequently the more you do the longer and harder it takes to get back to a non kill on sight by the security force.

I do like that CIG is already putting into place measures to curb random acts of aggression as they would often lead to the individual not planning beyond the moment and getting locked up in prison for a cool down period. But for those who wish to live the life of a pirate they have zones they can operate out of/retreat to. Means to push into to secure space (disable comm arrays) to hunt their whales and lots of game play loops for players who wish to hunt them. Of course this doesn't downplay the fact that at the heart of this system is a codified set of rules on what each action a player can do and what it enables or flags them for. Not an easy task luckily they have a large player base of antagonistic players who will end up helping them to find edge cases.
 
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Lorddarthvik

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Eve's PVP is interesting, and I find that peoples perception of Eve's PVP change depending on where they have gone in the system.
  • Those who have only ever resided in secure space have only really engaged mostly in PVE against weak AI pirates and the random death ganker (ship crafted to quickly dispatch mostly afk miners but will get pummeled quickly by the NPC security response force) who's joy comes from the knowledge they killed another carebear.
  • Those who encounter gate campers in lowsec as they try to sneak in to either engage in ratting or find rare ore. The gate campers used to take advantage of the load time after using a gate or warping to a gate to give themselves and edge in either engaging or fading. Most of the players they trap are solo or in small groups not usually set up to deal with pvp and if they are the camper either jumps themselves or warps away.
  • Those who live in null space. While its not uncommon for some small skirmishes, I find it often is far easier as most players are aware of their actions, the balance of uneasy truces and the high costs of open conflict.
For me there was a mix of great things Eve established in the fact that everything needed to be crafted mostly by the players themselves and the economy that creates. What they did not do well is how the NPC security force responds to hostile actions and what those actions are. When it comes to null space it works because the players define their rules and how they wish to enforce them.

It is my hope when it comes to StarCitizen that the cost of loosing ones spaceship is not trivial. For when game gear becomes trivial then the cost of bad behavior is minimized to the point were it can be ignored and players can and will engage in anti social actions. And it doesn't always have to be gear it can be long lasting memory of your actions in that the first time you turn hostile towards green targets it takes you an hour or two to expunge the black mark on your rep and then subsequently the more you do the longer and harder it takes to get back to a non kill on sight by the security force.

I do like that CIG is already putting into place measures to curb random acts of aggression as they would often lead to the individual not planning beyond the moment and getting locked up in prison for a cool down period. But for those who wish to live the life of a pirate they have zones they can operate out of/retreat to. Means to push into to secure space (disable comm arrays) to hunt their whales and lots of game play loops for players who wish to hunt them. Of course this doesn't downplay the fact that at the heart of this system is a codified set of rules on what each action a player can do and what it enables or flags them for. Not an easy task luckily they have a large player base of antagonistic players who will end up helping them to find edge cases.
You are missing the one about fresh carebare space guild of 10-20 ppl who just started playing a few weeks or a month ago, being hunted for a week or two by some random older guild with vastly better specced equipment and experience, in the middle of the supposedly highsec space. To the point where most ppl just outright quit playing, because there was no respite. Whenever we came online, we got podded in 10 minutes max.

This is fair game in EVE, but would be considered hardcore griefing in any other game, with consequences to follow in most decent enough games.
This is the one I do NOT want to see being tolerated in SC. In low sec/null sec, Sure. Declare war for absolutely no legitimate reason on a bunch of noobies trying to learn their head from their asses, and "fight" away.
In carebear land? Unnaceptable. The supposedly high-sec system should make this close to impossible, or at least really not worth it for the griefers. I hope CiG can deliver on this with all the complexity they are building into the system.


As for my time in Second-Job-in-Hell Online, I stayed on but ran faar away to a low sec part on the opposite side of the galaxy, went mostly solo cos fuck this bullshit. Found a nice little system where I could ice-mine in peace with some other high-end players being nice enough to pick off the occasional pirates and not bother nobodies like myself.
 
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Bambooza

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You are missing the one about fresh carebare space guild of 10-20 ppl who just started playing a few weeks or a month ago, being hunted for a week or two by some random older guild with vastly better specced equipment and experience, in the middle of the supposedly highsec space. To the point where most ppl just outright quit playing, because there was no respite. Whenever we came online, we got podded in 10 minutes max.

This is fair game in EVE, but would be considered hardcore griefing in any other game, with consequences to follow in most decent enough games.
This is the one I do NOT want to see being tolerated in SC. In low sec/null sec, Sure. Declare war for absolutely no legitimate reason on a bunch of noobies trying to learn their head from their asses, and "fight" away.
In carebear land? Unnaceptable. The supposedly high-sec system should make this close to impossible, or at least really not worth it for the griefers. I hope CiG can deliver on this with all the complexity they are building into the system.


As for my time in Second-Job-in-Hell Online, I stayed on but ran faar away to a low sec part on the opposite side of the galaxy, went mostly solo cos fuck this bullshit. Found a nice little system where I could ice-mine in peace with some other high-end players being nice enough to pick off the occasional pirates and not bother nobodies like myself.
Your right I did forget the abuse the corp war system allowed for. And honestly when it was introduced it really wasn't even needed as it solved nothing. As for CIG I hope if they implement a system like this that all it does is flag the other corp members as hostile faction while not overwriting the laws of the area. Ie if in the Stanton system with in comm array range where the security force frowns upon open conflict then engaging them would flag you as being worth arresting. After all they are there to keep the peace not pick a side.

But it is my hope that there will be lots of systems that are not developed/secured that are mineral rich as then it would offer the ability for conflict between controlling factions allowing for lots of dynamic situations and emergent gameplay as factions attempt to control or secure rich mineral fields for their miners, protect the logistical convoys that are shipping out the refined ore and bringing in the supplies to continue operations like fuel, ammo, food. Even better if ground bases can be captured/built up that can take minerals and up value them into crafted parts that can be sold for even more as it would expand the battlefield. Not only would it require the opposing force to win the space battle but then they would need to set up and stage a ground campaign. And since its driven by economic opportunities it gives a purpose to the conflict instead of just random battles because of boredom.
 

Thalstan

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Your right I did forget the abuse the corp war system allowed for. And honestly when it was introduced it really wasn't even needed as it solved nothing. As for CIG I hope if they implement a system like this that all it does is flag the other corp members as hostile faction while not overwriting the laws of the area. Ie if in the Stanton system with in comm array range where the security force frowns upon open conflict then engaging them would flag you as being worth arresting. After all they are there to keep the peace not pick a side.

But it is my hope that there will be lots of systems that are not developed/secured that are mineral rich as then it would offer the ability for conflict between controlling factions allowing for lots of dynamic situations and emergent gameplay as factions attempt to control or secure rich mineral fields for their miners, protect the logistical convoys that are shipping out the refined ore and bringing in the supplies to continue operations like fuel, ammo, food. Even better if ground bases can be captured/built up that can take minerals and up value them into crafted parts that can be sold for even more as it would expand the battlefield. Not only would it require the opposing force to win the space battle but then they would need to set up and stage a ground campaign. And since its driven by economic opportunities it gives a purpose to the conflict instead of just random battles because of boredom.
Here is the thing. CIG has already stated that players won’t be controlling territory like in EVE. As players, we will be making up only 10 percent of the verse population. That means there will be other populations out there that control most of the verse. If everyone in Test got a land grant, we would still only control maybe one moon. Even the Stanton system would be too big for Test to control.

If one set of players did start to set up blockades, etc, then the UEE navy or some other faction’s navy (the Vanduul, Xian, etc.) would come in and settle it quick as quick). So empires of player controlled space won’t be a thing. Even if you found a brand new system, the UEE would probably come in and claim it, revoking that orgs claim to the system. If there was any life there, you would get hammered by the fair chance act (or whatever it is called).

the best thing to do is stop thinking of this as EVE or EVE 2.0.
 

Lorddarthvik

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Here is the thing. CIG has already stated that players won’t be controlling territory like in EVE. As players, we will be making up only 10 percent of the verse population. That means there will be other populations out there that control most of the verse. If everyone in Test got a land grant, we would still only control maybe one moon. Even the Stanton system would be too big for Test to control.

If one set of players did start to set up blockades, etc, then the UEE navy or some other faction’s navy (the Vanduul, Xian, etc.) would come in and settle it quick as quick). So empires of player controlled space won’t be a thing. Even if you found a brand new system, the UEE would probably come in and claim it, revoking that orgs claim to the system. If there was any life there, you would get hammered by the fair chance act (or whatever it is called).

the best thing to do is stop thinking of this as EVE or EVE 2.0.
You are right ofc, and thank god (CR) this isn't EVE 2.0...
But safe and non safe systems are a thing in SC, this has been established before, so in some way EVE stuff is relevant.

Also I wouldn't dismiss the chance that larger orgs or aliiances of orgs could, at least temporarily control freshly discovered/uninhabited system. CiG seems like the company that would be into organizing such events. Someone finds a "new" system through a previously unmarked jump point in the middle of nowhere, 2 big orgs rush it and start fighting over it, I would imagine that CiG will allow this to go on for like 3 months and than announce some "event" that the UEE is moving in to claim it, you can take part on either side blah blah... add another 2-3 months of "claiming/helping UEE" phase, then another 3 months when the vanduuls or whoever want to take it back cos it was their sacred burial system all along...
It's a cheap easy way to keep players engaged, while allowing some control for larger PVP guilds top keep them somewhat happy, and show us like they give a shit about their game and community in the long term.
SO tldr.: I think we will be allowed to PVP en-masse in some mostly abandoned fringe systems for "control" but just in a temporary fashion
 

Bambooza

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Here is the thing. CIG has already stated that players won’t be controlling territory like in EVE. As players, we will be making up only 10 percent of the verse population. That means there will be other populations out there that control most of the verse. If everyone in Test got a land grant, we would still only control maybe one moon. Even the Stanton system would be too big for Test to control.

If one set of players did start to set up blockades, etc, then the UEE navy or some other faction’s navy (the Vanduul, Xian, etc.) would come in and settle it quick as quick). So empires of player controlled space won’t be a thing. Even if you found a brand new system, the UEE would probably come in and claim it, revoking that orgs claim to the system. If there was any life there, you would get hammered by the fair chance act (or whatever it is called).

the best thing to do is stop thinking of this as EVE or EVE 2.0.
We don't know this. What we do know is parts of the overall vision and even that has been evolving over time as they start to look at large scale player interactions. Prior to a couple years there was not even land claims and now they are a thing with the ability to build out a base, put up automated guns and hire a security force. They have talked about these land claims being like some of the current pos on planets able to generate resources that can be collected and sold. Habitation modules for respawning, refining modules, medical etc can be built at an outpost. I am still looking for the link but I remember talk about the possibility of players taking over abandoned space stations as the current plan is not to allow players to build in space.

Quantum is the name of the backend simulation of AI traders to try and create a dynamic commodities market that reacts to game events and hopefully make it feel like the player population is part of a living universe to an extent. With out player create drives they still talked about dynamic events like pirate incursions that cause ripples through out the supply chain and that players can have an impact on this as well from their actions. So while our actions might be far more localized in their reach its not like we cannot cause an impact in the verse. As Quantum is able to interact with Subsumption to spawn missions.

The UEE navy is not everywhere and as the verse starts to open up there are areas where local militia control small spheres of influence to an extent like we see with Grim Hex and Levski and outside of that there is no faction influence. In fact in the land claim Q&A they talked about you not evening needing a land claim to build an outpost that all the land claim provides is UEE protection when inside UEE controlled space.
It’s worth noting, too, that one of the largest deterrents to others moving in on a valuable section of land you’re working – or taking liberties with an outpost you’ve constructed – is the fact that within UEE space such actions are criminal and will have significant consequences for the infringers. These protections, of course, don’t exist beyond the borders.
So no I wasn't talking about this becoming some sort of Eve 2.0 where the whole economy is based upon the players themselves. Its very clear that CIG wants the players to be a part of a larger economy that is dev controlled to an extent. They also want events like the recent xeno threat and to an extent player emergent game play to have regional impacts. The systems they are building is to allow for this instead of a static supply and demand tables for each location.

jake-cig said:
This is one of the examples that Tony Zurovec loves to talk about in design discussions in the office. A full blockade on an entire planet is impossible in practicality because people will always find a way to get supplies into a location that needs it.

What you will see is a huge increase in demand for supplies based on the actions surrounding that planet, like combat, piracy, etc.
jake-cig said:
Both Chris Roberts and Tony Zurovec want resources that will eventually deplete from the universe so the PU is always moving. Quantum will know about where resources are and track the concentration of these goods in the universe.

We have plans to be able to adjust these resources through Quantum based on the activity of Star Citizen, but our ultimate plan is to not directly affect things in "god mode" like this. Quantum should be influencing the behaviors of Quanta and economic activity, not spontaneously generating resources from the god seat. We're not at this point yet, but that's part of our ultimate goal.
jake-cig said:
Backend services like the Shopping Service and the Probability Volume Service already take into account activity across all servers. Quantum will interface with those services and the entirety of economic activity from players through analytic events.
jake-cig said:
Quantum aims to be an accurate simulation where we simulate what the actual interactions would be if they were players in the game.

Pirates have to make a living, too! Stolen goods will have to be offloaded and sold to some of the shadier merchants willing to look the other way. These shady merchants take the risk of being apprehended by the law for trading in stolen goods, so these goods will end up being cheaper.
So the end result is no we will not have a huge impact on the full game world as they want to use the Quantum simulation to add millions of players to the game so that the thousands of concurrent players feel like they are part of a huge living verse. But we will have the ability to have regional impacts to set up bases and to fight over territories for access to depleting resources. And some of those conflicts will be created by the game itself as part of the simulation.

View: https://www.youtube.com/watch?v=_8VFw1F-olQ

View: https://www.youtube.com/watch?v=YAhlyt1HFio

 
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DontTouchMyHoHos

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Unfortunately, Wingmen or crew members don't do jack for people who do this type of thing. Note that he is in the armistice zone. Wingmen can't shoot weapons and I suspect that the pirate did not have a crime-stat. Had the wingmen rammed the pirates ship, the pirate would have claimed "HE" got rammed. Had the starfarer crunched the guy, again, he was rammed. Either way, the Starfarer pilot or wingman just got a crimestat while the "criminal/pirate/griefer (and yes, this IS griefing) gets away with no penalty other than to respawn a fast spawning ship.

I get what you are saying. I really do, but game mechanics are the issue here. Griefers use game mechanics to exploit a system that is broken and cause problems for other players. This is not a pirate in open space or near an outpost that is trying to capture/force down your ship so they can steal/loot it. It is not a player with a crime stat that your escorts can happily blow away and get rewarded for it. This is a person who used an armistice zone, ramming mechanics, to force someone down in a place the griefer could not take any advantage of it. It was only to cause someone else problems.

I have no problems with the pirate who hits you in open space. Yes, there does need to be a way for people who threaten you to be shot at and engaged/driven off without the escorts suffering a penalty, but that's a different issue. I have no problems if a person tries to force your ship down near the surface of a planet outside an armistice zone (so long as you can shoot them back with no penalty). But what NNBF described was not that. It's this type of exploiter that causes more problems for PvP acceptance than almost anything else. If you really want this game to have open world PvP, this is the type of thing that needs to be fixed. It can be with game mechanics, bans, etc., but it has to get fixed.
Ashes of Creation I think created a good way to deal with this. When you are escorting you create a pvp zone and by entering this pvp zone you are willing accepting to be fired upon. This pvp zone range can give warning to people good or bad that you run the risk of being shot by people you are approaching. This zone can be bigger then weapons range or if a projectile enters this zone it can fire off a warning to the escorters or people in the pvp zone and mark the direction of the player. If it hits someone one it doesnt have to flag them for pvp right away if its a one time thing, but if multiple come in it can auto flag or something of the sorts. If people want to stealth escort then you play that risk, but this would allow people to fire upon those entering their space without consequences, its not perfect, but it allows people to defend themselves. If two pvpzones collide, it just adds that zone to the other allowing people to fire upon each other without consequences per say. Add in crimestat if two crime people are fighting, it can bring in AI and so forth.
 
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Vavrik

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Ashes of Creation I think created a good way to deal with this. When you are escorting you create a pvp zone and by entering this pvp zone you are willing accepting to be fired upon. This pvp zone range can give warning to people good or bad that you run the risk of being shot by people you are approaching. This zone can be bigger then weapons range or if a projectile enters this zone it can fire off a warning to the escorters or people in the pvp zone and mark the direction of the player. If it hits someone one it doesnt have to flag them for pvp right away if its a one time thing, but if multiple come in it can auto flag or something of the sorts. If people want to stealth escort then you play that risk, but this would allow people to fire upon those entering their space without consequences, its not perfect, but it allows people to defend themselves. If two pvpzones collide, it just adds that zone to the other allowing people to fire upon each other without consequences per say. Add in crimestat if two crime people are fighting, it can bring in AI and so forth.
I like this approach. I was thinking about something along the same line, some kind of alarm to alert crew when another ship or say a missal or torpedo enters your exclusion zone.
 

Bambooza

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I like this approach. I was thinking about something along the same line, some kind of alarm to alert crew when another ship or say a missal or torpedo enters your exclusion zone.
Would be nice when your ship picks up on the fact that there is another ship in your exclusion zone if your scanners can see it or a crew member makes a visual identification of a ship. Would also be nice to have some sort of command and control or some sort of fleet prioritizing to allow commanders to create priority lists for those in their flotilla.

Not sure about the whole pvp zone as it goes against the basic idea of regional rules of law. Even if you are escorting a test cargo group that doesn't give you the right to open fire on any ship that gets to close to them while in UEE space. Of course if they become hostile to one ship in the group hopefully it allows everyone in the group to engage them with out a crime stat. By the same token @Stevetank forward scout sees a lightly defended convoy of Merchantman making their way towards Everus Harbor he should be able to have one of his lackeys disable the comm array set up a disruption field near his kraken covered in Nova Tonks for his ambush. After looting the spoils head off to Grim Hex. After all the Merchantman can easily be Players or they could be NPC's generated by Quantum. Either way the amount of coordination required to successfully pull of a hostile action should be tied to security level of the area.

It is my hope as CIG continues to roll out their rep and security system that the artificial zones like the green zone and Armistice zones are removed. That while griefing can happen those who wish to actively engage in such behavior quickly run out funds/ships and time in prison thus reducing their ability to and thus either sending them in a new direction or pushing them out of the game. That those who wish to be dedicated towards living the life of an outlaw can do so even if its not at all easy.

In the end we the players can pick our risk/exposure and rewards. That their will still be those who go after the big rewards and complain that it was not fair when they lost their cargo and ship that those rewards should be also available in the low risk zones.
 

Cugino83

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Cugino
I like this approach. I was thinking about something along the same line, some kind of alarm to alert crew when another ship or say a missal or torpedo enters your exclusion zone.
There is no need for those kind of "alarm" and artificial solution, all the bits are already in-game, what is lack is just to bond them together into the law system: if a NON security ship target you with the weapons activated then that ship is considered hostile.Do that in a "law controlled area" and that give you a crime status.... after all you are not suppose to point yoour gun in face of everyoone right?

As for FPS situation pulling out your gun will be considered a law violation, targeting a non-hostile ship with powerdup weapons should be considered hostile and a law violation.
I whould say, for the future, that entering in a space port/city ares (the current armistice zone) with power-up weapon could be considered a law violation: a pilot shoulld receive a warning to power weapons down or get a fine/crime.... eventually an exception could accour if you have some mission active (like "call to arms") or some hight reputation lavel with the faction and there is an identified hostile in the area, since it's assume you are moving to help in defending the station/outpost.
 
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