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Member
Pilot Name: daslog
Joystick: sidewinder
Join Date: Jun 2007
Location: new hampshire uber alles
Posts: 353
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Policing Civ rippers
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New Page 1 While I don't agree with everything he says, I think he's spot on for most of it. |
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Re: Policing Civ rippers
I liked the X3 economy however I agree that it probably would not translate that well into an MMO as is. A tweak here and there and it may work quite well though.
As for policing civ-rippers having AI police in force in the station sectors would be a good idea. The community should be able to police the griefers for the most part. Civving should continue to be part of the game however in the interests of keeping the peaceful types there should be some places where there is less of a threat, not a safe zone per se, but a safer zone(s). |
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Re: Policing Civ rippers
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The only problem I have with this is whole subject is, just how would it would it work if the community got big. and with any luck space has got bigger in Jumpgate Evolution. It ok to chase a civer around Jumpgate as it is and with the current numbers but x the size of Jumpgate and its player base but a factor of 10, would self policing still work ? Also do’s it actually work now for that matter? |
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Re: Policing Civ rippers
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Another option would be to make the bounty hunter RP extremely lucrative (for a noteworthy example of the methods and means of a legit bounty hunter RP, see Star Wars Galaxies). Nothing draws fodder to the cannons better than the promise of huge piles of cash. |
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Re: Policing Civ rippers
As long as death in a fighter is virtually painless or something you can circumvent with a second account, making the civ rippers ship explode isn't really much of a deterrent.
*edit* However, if you address the imbalance between death in a fighter and death in a civilian ship, there might not be a problem. The last time I played Jumpgate Classic, it was a multiple trip/hour job to get a freighter full of electronics. When an asshat can make all that effort disappear and not really lose anything when his ship blows up, you have an imbalance (imo). |
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Last edited by GrimGriz; 07-24-2007 at 11:42 AM.. |
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Re: Policing Civ rippers
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Re: Policing Civ rippers
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For starters, do away with the automatic bounty system. Just throw it out. The reason being, the game doesn't descriminate between someone who civs a station stripper or blockade runner and a legit griefer. In exchange for the automatic system, install a player regulated system where someone who civs a pilot is susceptable to bounties placed on them by other players (keep it so that bounties can only be placed on civ rippers, or else it would get totally out of hand). For example, say pilot X goes around randomly civving haulers and noobs. Pilots Y, N, and J, who're all veteran players with credits to spare, input bounties on pilot X. Here's where it gets interesting. These bounties aren't for just any random fluxer to claim, however. In order to cash in on the bounties, a pilot would need to be actively hunting the bounty, thus a new RP is born. So pilot Q, a PvPer, flies to QC and opens the bounty terminal and takes a mission for pilot X, who just logged in. Pilot Q equips the "Criminal Tracker 5000" modx, which continually feeds him the bountied pilots location and whether or not he's docked. Pilot Q flies to that sector and rips pilot X, recieving his reward of 50 million credits, curtesy of pilots Y and N, who put bounties of 25mil each on pilot X. Pilot J, however, didn't put a monetary bounty on pilot X. He bought a "time hack" bounty worth 24 hours. Which means that pilot X won't be logging in for a day. That's money well spent. |
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Re: Policing Civ rippers
That's a pretty cool idea, Injustice.
Frankly, i think it's a great standalone concept, regardless of the whole civ-rip fiasco. Allowing pilots to bounty each other? sweetness. Having some sort of MODx that perhaps allows a pilot to see all reported beacon data, regardless of faction? Bonus. Missions for bountied pilots? Dude. I'm less keen on the time-lock concept.. that's just harsh. Let the pilot deal with his actions, not force him to avoid them. Let him fly. Give the rest of us a target. All that said, though, i don't see how it solves civ ripping. your freedom fighter is still my terrorist, and all that. We all agree that computers can't maintain proper perspective. I put forth than neither can pilots ![]() Civ ripping isn't a problem you can 'solve'. This monolithic thread is clear proof that we aren't talking about broken game mechanics, unbalanced equipment design, bad economic models, or poor mission generation. Civ ripping is what happens when one pilot has any ability to attack another pilot. If we can attack each other, we'll use whatever methods will let us win. Politeness be damned. There's your civ rip. |
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"Come on guys, this is the internet we're talking about. Guys are guys, girls are guys, and kids are the FBI." --Injustice |
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Member
Pilot Name: Wild_Bill
Faction: Octavius
Joystick: MS Sidewinder Precision Plus
Join Date: Jul 2004
Location: Abilene Texas
Posts: 800
Nominated 0 Times in 0 Posts
TOTW/F/M Award(s): 0
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Re: Policing Civ rippers
Very true Tim, but there must be some mechanism to protect those uninterested in combat interaction, or those who don't want to be vicims. Unfettered civ-rips run folks off. Plain and simple. Injustice's plan sounds like a good idea to me.
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