Zeus vs. Cutlass

Ayeteeone

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Ayeteeone
Well, to me the big question is if they work wether the "victim" has a crimestat or not.
Because there are weiiiird, creepy people out there with rather distasteful fetishes.
And some things they do "just for fun" or "roleplaying" are a bit questionable.
So if we get game mechanics for locking people up I don't just test them based on their use but on their possible abuse.

But I agree, even CIG probably is still up in the air about how to implement Bounty Hunting for good.
They better get their nickers straight though after selling that many Bounty Hunter ships already.
It's not like they don't know exactly what we're all fantazising about...

View attachment 26092
This exact situation has been talked about, and what @Richard Bong shared was their thoughts at the time. A captured player would be replaced by an NPC for the player to turn in, and instead of being stuck in the pod would wake up in prison. For less-than-legal actions such as kidnapping they did not lay out a good answer, other than an intent to prevent trolling. If the capture is mission-driven then either side of the law could use the same mechanic; the detainee could wake up in a jail cell or a Rancor pit.

But for captures which are players trolling other players, that's not clear at all and needs to be handled very carefully to prevent people from walking away from the game. Nothing is a faster buzzkill than having your gameplay time taken away from you by someone being an asshole.
 
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Thalstan

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That's the thing...CIG has been putting out great "movie" ideas that would work in a single player game, but they have struggled to put together gameplay that actually works inline with their vision that doesn't allow for either complete trolling of other players, or requires players to sit through endless "boring" moments so that other players have the opportunity to enjoy the spotlight.

They also have put out cross purpose ideas. For example
A heavy death penalty in a PvP game....Think about it. You are expecting players to be content for each other, and after one emerges victorious, the other player has a heavy death penalty that will make them weaker...artificial limbs, limps, etc. Eventually, a significant death death tax where they lose some of their assets. At some point, there will be no way to win because the other side will always be stronger and you and maybe your entire org will have to withdraw into the shadows for months at a time to try and rebuild...and HOPE that no one spots you and comes to gank you again....because it will be easier to keep an opponent down then to let them recover and beat them down again.

How is a person or org supposed to be able to afford to outbid their competitors for the global shields if they have just had the stuffing beaten out of them and now they have to spend time gathering resources to try and out compete the stronger orgs to buy a shield...PLUS gather more resources to try and rebuild the facilities that were just destroyed/put out of commission...especially when those same facilities were probably important in your money making chain and now you need to use NPC facilities that are not as efficient, quick, and profitable as the ones you owned yourself?

I admit, it does mimic real life and real world politics, but that does not mean that it will be fun in a game.
 

Ayeteeone

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That's the thing...CIG has been putting out great "movie" ideas that would work in a single player game, but they have struggled to put together gameplay that actually works inline with their vision that doesn't allow for either complete trolling of other players, or requires players to sit through endless "boring" moments so that other players have the opportunity to enjoy the spotlight.

They also have put out cross purpose ideas. For example
A heavy death penalty in a PvP game....Think about it. You are expecting players to be content for each other, and after one emerges victorious, the other player has a heavy death penalty that will make them weaker...artificial limbs, limps, etc. Eventually, a significant death death tax where they lose some of their assets. At some point, there will be no way to win because the other side will always be stronger and you and maybe your entire org will have to withdraw into the shadows for months at a time to try and rebuild...and HOPE that no one spots you and comes to gank you again....because it will be easier to keep an opponent down then to let them recover and beat them down again.

How is a person or org supposed to be able to afford to outbid their competitors for the global shields if they have just had the stuffing beaten out of them and now they have to spend time gathering resources to try and out compete the stronger orgs to buy a shield...PLUS gather more resources to try and rebuild the facilities that were just destroyed/put out of commission...especially when those same facilities were probably important in your money making chain and now you need to use NPC facilities that are not as efficient, quick, and profitable as the ones you owned yourself?

I admit, it does mimic real life and real world politics, but that does not mean that it will be fun in a game.
I agree with your analysis here. They are reaching hard for a way to incorporate PvP as a value-added aspect of the game, but this mechanic (the shield system in Pyro) feels incredibly artificial and forced. Taken to it's logical conclusion, it becomes a necessary duty to perform to protect long term assets, rather than emergent gameplay.

For the vast majority of players in the game, slipping into Pyro to harvest some of those more valuable resources will be the only realistic path, as station camping will be easy. Some of the better run small orgs will build bases out of sight and hope those don't get smashed too quickly. How successful they will be depends on how easy or hard it is to find player bases.

From an org perspective, an approach that makes a lot of sense would be to have some scouts that wander the system identifying high value resources during the week. On the weekend the raid/mining/salvage op is pulled together and goes for it.

Here in TEST, if the membership can be engaged we have the opportunity to do much more than that. Working together to build a Station may be just the thing to bring that engagement!
 

Richard Bong

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I agree with your analysis here. They are reaching hard for a way to incorporate PvP as a value-added aspect of the game, but this mechanic (the shield system in Pyro) feels incredibly artificial and forced. Taken to it's logical conclusion, it becomes a necessary duty to perform to protect long term assets, rather than emergent gameplay.

For the vast majority of players in the game, slipping into Pyro to harvest some of those more valuable resources will be the only realistic path, as station camping will be easy. Some of the better run small orgs will build bases out of sight and hope those don't get smashed too quickly. How successful they will be depends on how easy or hard it is to find player bases.

From an org perspective, an approach that makes a lot of sense would be to have some scouts that wander the system identifying high value resources during the week. On the weekend the raid/mining/salvage op is pulled together and goes for it.

Here in TEST, if the membership can be engaged we have the opportunity to do much more than that. Working together to build a Station may be just the thing to bring that engagement!
As a bounty hunter (intended role) Pyro shouldn't be a healthy place for me to be. Given that I would prefer to avoid it without a huge reward for the risk. Unfortunately since they decided to leave Hadrian off the list of initial planets, Pyro is the (Unintentional?) economic center of the universe since all roads lead to Pyro. Yet another way CIG is forcing PVP, and allowing ganking.
 

Thalstan

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Thalstan
I agree with your analysis here. They are reaching hard for a way to incorporate PvP as a value-added aspect of the game, but this mechanic (the shield system in Pyro) feels incredibly artificial and forced. Taken to it's logical conclusion, it becomes a necessary duty to perform to protect long term assets, rather than emergent gameplay.

For the vast majority of players in the game, slipping into Pyro to harvest some of those more valuable resources will be the only realistic path, as station camping will be easy. Some of the better run small orgs will build bases out of sight and hope those don't get smashed too quickly. How successful they will be depends on how easy or hard it is to find player bases.

From an org perspective, an approach that makes a lot of sense would be to have some scouts that wander the system identifying high value resources during the week. On the weekend the raid/mining/salvage op is pulled together and goes for it.

Here in TEST, if the membership can be engaged we have the opportunity to do much more than that. Working together to build a Station may be just the thing to bring that engagement!
Here is a way to incorporate meaningful PvP..

There is a UEE system (or an independent system) on the verge of revolt. As players, we can take missions and engage in combat with partisans of the other side. The side that winds will have special access to missions and rewards depending on how much they contributed. Those that joined in late get very little compared to those that participated heavily. The side that loses also gets some smaller rewards that will help them build their resources back up, but this won’t be as lucrative as winning. (Think 10 percent vs 50 percent discounts). That way those that participate each get something, while those that did not participate get nothing. Winners get access to the system while those that lost have to sneak in…so it’s much easier to collect valuable resources if you win.

Lots of ways to work PvP In meaningfully, they just need to break out of the single player game model they are in,
 

Richard Bong

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Point being that I can't tell what the Marque will fly like based on the Clipper flight model. I would assume though that like the Blue, the Marque will have and I cite an independent source "..a cop motor, a 440-cubic-inch plant. It's got cop tires, cop suspension, cop shocks. It's a model made before the catalytic converter so it'll run good on regular gas..."
"It's 106 miles to Chicago, we've got a full tank of gas, half a pack of cigarettes, it's dark and we're wearing sunglasses."
 
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