Forums » Suggestions

Some reputation system tweaks to reduce piracy/griefing in controlled space

Oct 16, 2004 Spellcast link
Ok, was playing some last night before the update, lots of fun chasing pirates out of Azek J1 WH sector. I do however have some concerns about the situation as it stands now. The fact that a group of non-UIT players could shut down traffic through a wormhole inside UIT space bothers me a little bit. The sector is UIT monitored, but that isnt much of a disadvantage for the pirates because they can dock at stations controlled by the corporations to rearm/repair.

One of the biggest items i was counting on to discourage piracy inside the nation space in the new universe was the fact that a pirate/griefer would have to fly several systems away to repair when wounded, and would have to transit gaurded wormholes to get there. I propose the following ideas for discussion.

1. Make all wormholes inside a nations territory "gaurded" instead of merely "monitored". A wormhole is a national resource and a very important link between parts of a nation, and should logically be protected. If there is a strike force stationed on each side of it at all times, pirates are much less likely to be able to camp it. (assuming of course that the defbots get a bit of an upgrade to the I part of their AI)

2. If a faction has a station inside UIT space, a pilots reputation with that faction should reflect their reputation with the UIT as well. Since some of the corporations are presumably a part of the UIT (based on the backstory anyhow) I propose that for factions that have a station within the SYSTEM you are in when you take a standing loss with UIT, you take a standing loss of 50% with those factions. (EG if i take a 500 point faction loss with UIT and there is a TGP station in system, i loose 250 points of TGP rep)

3. Change the station no-fire rule as follows:
a) anyone FIRING a weapon within a no fire zone with more than 1 level is immidiately locked out of the station until they have left the sector and returned.
b) anyone who DAMAGES someone within a no fire zone becomes locked out of that station for a set time period, (10 minutes?) and is KOS by the defbots until they leave the sector and return.
c) anyone who KILLS a target within a no-fire zone is locked out of that station for a longer time period (1 hour?) and is KOS by defbots at that station for the same period of time. That person should also take a permanant reputation hit (-100?)with that station for violating the NO-Fire rule so blatantly.

4. I also would like to consider a window of time following a kill where a player is open to attack without faction penalty by anyone. Obviously this would not apply to duels or combats within a group where there is no faction penalty involved in the death. A short, (5 minute) window would add new concequences for killing someone. This would NOT remove the penalties for firing within a no-fire zone.
Oct 16, 2004 CrippledPidgeon link
Yes, but what about players who try to click to break out of the "leaving the station" thrust? I've accidentally fired while flying out of a station. Does that mean that I cannot get back in (okay, so at the time, I was set KOS, which really is worse) for an innocent mistake? What about players who test fire their new toys before heading out? I've done that in the past. I get a new weapon that I've never seen before, so I fire it as soon as I can (away from people, of course, but still close to the station) to see what it looks like.
Oct 16, 2004 Spellcast link
the no fire zone around a station is approximately 1000m in radius, if you cant fly more than 1k away before playing, THEN YES you cant redock until you leave and return.

If you have a carry permit for a firearm and take it to a public place, then accidentally discharge it, the police are not going to ignore the fact that you fired a weapon just because you didnt do it intentionally.

The no fire zone needs to be the same way. I specifically outlined the penalties in such a way that merely firing a weapon has no significant penalty for just that reason. the defense bots wont attack you, you will simply not be allowed back into the station. its kind of a warning.

The rules would be clearly explained and apply to everyone. The only exception is for the characters under level 1, being that they are noobs and are still trying things out, and even that only applies to the first circumstance.

Actually on that note i'd like to see a new mission,
"weapons procedures training" - very similar to the tutorial in that all of the information comes in the mission info chat, but its an explination of the penalties for violating a no-fire zone. MUST be taken and completed before a station will allow you to undock with a weapon equipped on your ship.

I would also like to see the tutorial mission removed from regular gameplay. upon creating a new character for an existing account, you would be asked if you wanted to take the tutorial. (the first new character on a new account would be required to take the tutorial)
The tutorial would take place in a system that conists of 1 station in the center and no wormholes. there would be nothing but empty sectors. all players in the tutorial would start in that station, go to different sectors to kill the tutorial bots, and return to that station.
When the tutorial mission has been succesfully ended, the game would simply load up a station in the apropriate nations space, the player would get a special loading screen that stated "tutorial complete, entering universe" and recieve his/her tutorial rewards at the new station that loads.
Nov 04, 2004 Spellcast link
bumped due to pirate activity in azek J-1 and noobs being killed
Nov 04, 2004 DemonSax link
One idea might be to put in distress beacons that summon faction strike forces to patrol a given sector for a period of time. Obviously some controls would need to be used to prevent them from becoming a problem, such as restricting their use to certain systems, etc. A more fun idea would be player assigned roles as strike leaders. Allow select players to take on roles inside their faction that would give them some ability to possibly call on their faction strike forces to assist in patrols, or perhaps to call a vendetta upon specific pilots that might critically lower their faction standing (for a limited period of time?) or mark them in some way as a faction criminal.

My 2 credits would be not to bend to far on this issue. I accept that it's an important design decision, but I, for one, would rather see player-driven solution(s) put into place to help protect new players. A lot of the thrill of flying is knowing that I'm never really safe. Protection should be paid for and/or earned, not taken for granted.
Nov 05, 2004 Spellcast link
bump*
Nov 05, 2004 tomfoolry link
The distress beacon idea seems like a good one. Maybe as an equipable item (available through a set of faction missions), players could place them where there is trouble and that sector would be highlighted with a red square on the maps of all other faction members.
Nov 05, 2004 Wubby link
I mentioned this idea in another related thread:

Faction statnding reduction based on the difference in levels. If a player with 5/5/7/1 kills a 2/2/0/1, he gets a bigger hit than if he killed a 4/4/3/2. The bigger the difference, the bigger the hit. That way people will be more likely to pick a fight with someone their "own size", so to speak.
Nov 05, 2004 CreeBarney link
In the world of Vendetta, I'm sure the devs didn't say "oh we can't have pirates..." in fact it says it here on the website that you can follow the path of a pirate. Now I simply suggest that if you don't like the fact that thos few people in J1 are pirating in our sector of space then don't rely on our gaurds to do something, take the initiative, get some friends, and go make em leave...Don't complain about it, that only makes them feel like they are getting the better of you...I mean its kinda like saying in the real world that we can't have drug dealers or murders, but we do and no matter how hard the world tries, we will always have drug dealers and murders, even priates exist in this world, and still there is nothing we can do about it...so have fun...
Nov 05, 2004 Spellcast link
Cree, the problem with Azek J-1 is that its INSIDE whats supposed to be a gaurded area. Piracy is a huge part of this game, but it isnt supposed to be so easy inside the areas that the 3 major nations have claimed for themselves.

The major concept for combat with vendetta was that while all space was supposed to be potentially dangerous, the areas inside of the 3 nations should be mostly safe for new players and people who want a primarily non-combatant role.

Leaving the area protected by your nation is supposed to be where the game gets truly dangerous. While you arent saying "hey kill me" just by leaving gaurded space, you are making a choice to enter an area of space that is dangerous.

If this were taking place at, say, the odia/sedina wormhole, then getting a group of players together to stop it would be the ideal solution. Its not. It's happening in Azek-J1 and its affecting new players who dont even have a license level yet.