space ganelon wrote:
I mentioned all this before in dev blog response, but I want to try one more time. I think killrights are a cool part of the game, and I really really like to ability to "purchase" killrights on someone.
That said, I think the changes to killrights have virtually eliminated them from the game, which is sad given the work that went into supporting the transfer and management of them. As I understand it, only kills that result in a criminal flag generate killrights - illegal ship/pod kills in highsec and illegal pod kills in lowsec.
The first mechanism, illegal kills in highsec, is the classic "high-sec gank." This has, historically, been divided into two classes, those ganking for ISK (haulers/freighters with juicy cargo) and those ganking to grief (hulk/miner ganks). Both of these reasons for ganking have relatively recently had changes that will reduce their frequency. The changed looting rules make scooping freighter loot much more interesting, and the buff to mining ship tanks will certainly reduce the incidence of grief ganks. So, while neither of these methods of acquiring killrights have been eliminated, I contend both have been severly curtailed and will produce very few killrights.
The second mechanism for acquiring killrights is being podded in lowsec. Here I must make an assertion, but I stand by it: people who care about their security status quickly learn not to pod in lowsec. Thus, if you get podded in lowsec,
it is very very likely the person who podded you cares nothing for security status, and is alreay below -5 or will be soon, which means killrights are irrelevant as anyone below -5 is fair game anywhere, anytime.
So, I really don't see any mechanism for there being any volume of useful killrights at all (killrights on someone who is -10 are not "useful"). I will miss killrights if they fade out - I have really enjopyed hunting down the few people on whom I have gotten killrights in the past, and the thought of being able to hunt down other people's killers sounds really cool.
I have the following suggestions for modifying killrights to make them really bea part of the game again:
1) Bring back lowsec ships kills generating killrights. I don't really care one way or the other if the "no return aggression" requirement is there or not. (used to be, if you kill someone in lowsec, you get KR *only* if they do not shoot back)
2) I think being made a "suspect" when killrights get activated is too much. This will just make people dock up and wait out the fifteen minutes, or go into "station game" mode. Much better would be the initiation of a "Limited Engagement" when you activate killrights on someone. Would be nice if it was 24 hours or something, also, instead of 5 minutes. Plus, if I activate killrights, I really don't want the whole system whoring on my kill :)
Hope to see some discussion on this...
-space