
Time Funnel
Ars ex Discordia Test Alliance Please Ignore
11
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Posted - 2011.12.13 19:45:00 -
[1] - Quote
Here are my thoughts on some improvements that may help empire and the game come alive.
1) CONCORD and Faction Police are different forces. CONCORD are still unbeatable but the Faction Police are kill-able and escape-able. Introduce faction hits for committing any infraction that causes the faction police to show up. Bigger faction hits for actually killing Faction police. As the sec status goes down faction police response is lower and slower. In a 0.9 you might get a very large and instantaneous response. in a 0.1 it might take 2 minutes for the faction police to show up and they trickle in slowly as long as the pirate is criminally flagged or undesirable status. The drops on faction police would contribute to LP or tags or something FW, no ISK.
2) More granularity for security status. No more High/Low/0.0 splits with very little difference between them. Each step means a meaningful something. CONCORD and Faction police show up for things, but at different times. CONCORD are inescapable but the Faction police are more numbers based, and may have scrambling ships. 0.5 you might be able to escape from CONCORD and the Faction Police. Maybe. CONCORD shows up from 1.0 - 0.6. From 0.5 to 0.1 only faction police show up.
1.0 - No wardecs honoured. Instant CONCORD. No insurance. This is basically newbie friendly space. Highly reactive faction security forces. Islands of very safe space around every faction stronghold / newbie centre.
0.9 - CONCORD Delay (3 seconds), Instant Faction police
0.8 - War declarations honoured. CONCORD Delay (6 seconds), Faction Delay (3 seconds)
0.7 - CONCORD Delay (9 seconds), Faction Delay (6 seconds)
0.6 - Longer CONCORD delay (15 seconds), Faction Delay (9 seconds)
0.5 - No CONCORD, Faction police only. A response time of 12 seconds and a strong response. Possible to escape. It will chase pilots around and contain warp scrambling ships. Good AI and an escalation every minute to ensure that they are not chained or takable for long periods of time. It would be possible for criminals to run away and jump out of system or dock. If you gank in this space you should die half the time.
0.4 - Faction Police only. Response time of 20 seconds. The initial force in would not scramble. The faction forces get reinforced every 1 minute, introducing scrambling ships and escalating until the criminals are no longer in system.
0.3 - Faction Response 40 seconds. Approximately half the response of 0.4 systems.
0.2 - Faction Response 1 minute. Approximately half the response of 0.3 systems.
0.1 - Faction Response 2 minutes. Approximately half the response of 0.2 systems.
0.0 - As it is now.
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