
Plekto
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Posted - 2005.06.30 02:59:00 -
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I thought about this for quite a while and came to agree that insurance is bad, but there it's not quite as simple as that, so here's what I brainstormed up last night:
Insurance only functions for the first month of the game. This only for your first three characters. Replacements get no such benefit. Nor do second accounts. Now, this is a huge nerf to the pirates, so there would be a few play-balances(see below).
-Enable a hit-list. Anyone with a truly bad record is contracted against by the authorities. The level 4 missions? All replaced with PVP contracts(!ouch!). Same rewards, just tougher than most sane people can handle to slow down the misson-raping. Missions also aren't permanent - if the person regains enough standing, the mission cancels, so quickly getting it done is critical.
-Podkilling should be heavily discouraged with a very steep penalty on it to your standing(see above). Conversely, slaging a ship in 0.0 space shouldn't do anything to your standing(increasing in .1-1.0 space, of course). Podkilling otoh, gets the authorities noticing you. Wanted people, otoh, can be killed freely by pirates. If Amarr hates you and you're in their space, tough cookies if you get slagged.
-Add in a few safe havens out in the fringe. Look at Jovian space for an example. 3 .5 or higher systems in the whole mess. A spot of safety out in the badlands would encourage people to make the trek and live out there.
This is all pretty simmilar to other ideas posted here, though. What I thought up, though, was why NOT actualy make it more profitible to hijack or force people to dump cargo instead of killing them? In real life, bank robbers rarely kill anyone - they take the cash. Yet in Eve, it's the opposite.
-80% cargo destruction with the ship in question. Items and component salvage is unchanged, though.
-Players can bribe their way out of situations or drop cargo. If the player gets blown up after paying/dumping cargo, podkilling faction/wanted ratings are applied. This would encourage blockade-running. Add missions, naturally, to get to bad places far out, knowing playres will be patrolling the area.
-Anyone you are at war or hostile with of course - well, anything goes.
Nerf, NERF, NERF. Where's the pirate's compensation I hear you saying...
HUGE CHANGE ***Pods can be picked up/disabled(web/etc would immobilize them)***(see below)
I was thinking - why not allow pods to be taken? The idea was that if you are caught in pirate space, you are forceably dragged back to their *farthest* from secure space base and your corp/faction changes to theirs for one week. In real life, they used to Shangahii you and force you to work for them. This also would encourage raids into protected space to forceably get new members(!!). In addition, it would make players deal with and move into 0.0 space. They could of course leave, but they would naturally get shot at all throughout secure space( ie - bad KOS pirate rating while during that week). Make it as hard for them to survive in secure space as possible to force them to do their service/pay their randsom off, as it were. After the week they can re-join their old corp or be hired by the pirate groups or whatever. If they wanted to re-join the old corp, they would be resurrected where their original clone was, back in secure space.(one-time pop-up option)
This of course would be up the the pirate factions to enforce. If they want new members or want some slave labor or just want to slag you and send you on your way, it's up to them. "Well, you'za pirate NOW, son..."
;) *** This would greatly increase action in low-sec space and also give pirates a reason to do actual invasions and pillaging of systems - to beef up their rosters with recruits. Of coruse, the police would respond and it would be chaos, but as it is, there might as well be a wall between .4 and .5 with two entirely seperate games going on.
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