Crimewatch Change

no it would not… it would basically just cut HS off

did it in a tornado, a rokh… it’s tricky, but not impossible. the facpo webs first, which helps.

reminds me of a weird incident.

player had me pointed and used ecm drones on me. facpo was further away and didn’t despawn post bounce. when i was pointed and ecm’d, the facpo approached, but didn’t engage. we both sat there flabbergasted, watching th3 facpo do nothing, for five minutes (he had no turrets or combat drones) and then we agreed on calling it a day, shook verbal hands and docked up.

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Um tell that to the -10 characters flying around high sec over the years. And no I dont just mean CODE here either.

At this point I can see your only argument is really just that you dont want to accept the consequences to your “criminal” actions and still want to have your Jita cake and eat it too.

Flying around high sec with low criminal standings, even KOS, isnt all that hard and in fact I would know I have -10 characters and all this change would do is open that up to those that arent KOS but have done bad things. The options are dont go, pay for tags if youd like, or better yet build better markets within your own regions and areas to resupply from if you dont want to risk the travel. Nevermind your free alpha account you could use for all things Jita, lets not forget about such things.

I want to make it harder, not impossible. Consequences for your actions. Choices and outcomes.

Fine, have players enforce security status. But then the faction police have to go. If you want to have player-run police then they have to do the entire police job, not just point a ship and wait for the NPCs to get the kill. I suspect that most highsec carebears aren’t going to be happy with this trade.

This was also one of my tenents in the solution yes. A reduction of significant time, perhaps to the 0.5 level in response time, or even further would be in order. Though a complete removal of facpo would make it far to gameable on the pirate side. A nice balance would have to be the main case here.

This was never a change to allow players to whore on police kills by any means. But to open up gameplay on both sides and make it more player versus player rather than player avoiding NPC facpo based on timers and fits.

We’ll get there. CCP breeds people who will learn how, and then the facpo will go. It’s not a change that would work if implemented now, but once the average highsec population is used to combat fleets, then we can bring this up again.

How so? You want player-run police you get player-run police, with all the advantages and disadvantages. It’s absurd to say that you only want player police when it’s good for killing pirates, but not when the player police fail to stop the pirates. If it’s “gamed” by the pirates then the player police should stop sucking at EVE.

I have decided i support this so long as any time you empty a rock someone else’s laser is on you loss sec status

Actually no I dont want it only for killing pirates and there are a lot of good scenarios I can already see where it would be distinctly in a pirates favor for these changes. What it does is change the risk for a static risk to a dynamic one for everyone involved. Making it harder and more challenging for those with low sec status as well as in potential situations funner and opens up HS pvp for everyone.

And if you think that becoming a pirate shouldnt have consequences then I think you just want to have your cake and eat it too. It has been far too easy in many ways and the limitations put in place by CCP dont make the environment dynamic enough nor give other players the ability to engage in PvP against these players nearly enough.

By changing this it creates those opportunities on both sides. And if you cannot see how it can be applied to both sides right off the bat you arent trying hard enough to think creatively of new situations.

Lolwut? Not wanting piracy to have consequences? You realize that I supported the idea of having player police, right? I just reject this awkward middle ground where you introduce player police, but keep the NPC police as well. If you want player police then you have player police, you don’t have player assistants to the NPC police where all a player has to do is get a point on a pirate and wait for the NPCs to arrive and do the real work. If, as you said, this will be “gamed” by pirates it’s only because the player police suck too much to do their jobs.

There are already consequences to getting a negative sec status.

Its not an aspect of being gamed due to NPCs sucking. Its more a factor that there is no unknown, aka players, in the equation. I think there still needs to be a set deterant set for players but that that timer needs to be longer for the NPCs to engage players and easier for players to engage other players.

Its not a best of both worlds scenario and having one or the other isnt the answer either as you are stating it.

As for this “not wanting piracy to have consequences” is bollocks as that is exactly the point. But I want it to be more PLAYER made consequences than the trivial NPC ones. Consequences that are variable and determined by player densities, willingness to engage hostiles and screwing over your fellow caspuleers rather than the hard limits of NPC timers.

Anytime players can influence other players more than hard NPC/CCP coded timers the better imo. On both sides pirates AND other players.

And unless you are -5 or lower none of them involve another player. Only NPCs.

That is what I want to see changed.

Shouldn’t the primary objective of CrimeWatch changes be an increase in criminal behaviour? there’s no point wasting devtime on something that only touches two, maybe three dozen people, when the purpose isn’t getting more people doing it. this idea serves nothing and no one.

what the hell were you thinking anyway?

The fact is you could increase criminal behavior if you so wished. It would depend on how quickly or how many people wished to take advantage of such new mechanisms. But what you would increase is ships blowing up which is always a good thing.

Criminal activities in high sec effect more than a few dozen people. In fact they effect anyone in the vicinity of the criminal that could interact with said criminal or the criminal interacting with them.

read the post again. this time, though, read what’s written and not what you think is written.

hell, what were you thinking?

Go troll somewhere else Yellow.

The response of the weak, hu?

I ask again, wtf were you thinking?

There is no room for such a change. all it will do is help that even less people want to do anything antagonistic. for such a change to have room, first there need to be more crimi als. as your idea is directly opposite to that, i can’t get around asking wtf you were thinking! there is no reason for this, no room and no point to it. it’ll just disincentivize (i admit i’m not sure that’s a word) people even more than the protection button, suspect state and killrights.

this is a nerf, not a feature for anything.

you spent five minutes on this, right?

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