Upon destruction of friendly militia, the awoxing ships are hit with a 30 min militia unlawful timer. They can’t dock any structure in system, gate jumping is fully locked, and they get hunted out in space by fast tackle Navy npc’s, as well as players.
The character(s) get a militia “killright” with a timer for 1 week, where he/they is/are fully engageable by other militiamen, and navy Npc’s will attack on sight (no scram).
Since they are effectively declaring war against their own militia.
A hefty standings hit per character and corporation for each friendly kill.
Mboxing fix:
Split the Small to Large plexes into multi-rooms content, with more than one objective per plex to complete the site.
The idea is to force multiboxers to divide their fleet for plex capture by design, to keep them busy and offering more tempo as pvp content for solo hunters and small gangs.
In the current state of the game, and that Mboxing will always be here to stay, the “sit and pile up at beacon” design, is mechanically obsolete and unadapted.
I am interested in ideas, but this too complicated and it is just a pain in the knee, the true fixing to awoxing is the Factional Civil War and it is well received with many people in militia
I should be able to wardec them without any need of any structure from any sides, FW related cops should be able to wardec each other just like in the old days
There are valid reasons why you want to awox someone, like the guy is being toxic or it is a known spy from the other militia, we should be able to wardec them and things would be much simpler
How about a very simple idea: Anytime a pilot kills another pilot from his own militia, he gets an “militia outlaw” flag. That one lasts from minutes to hours to days, whatever you FW guys think is balanced. While the flag is active, other militia members who attack him won’t get a standing hit towards the militia. The flag also does not expire on kill. Means he can’t remove it with an disposable alt killing a cheap frig.
Should he attack more militia members while the outlaw flag is active his timer will increase exponentially AND he will get harsh militia standing hits, means there is a multiplicator that punishes each kill more than the last one.
This way, people wo continuously awox other militia members will be permanently militia-outlaws. They can awalys be attacked freely and will get kicked quickly.
Legit militia members that only occasionally kill a known spy or someone who smacktalks/disrupts corp operations etc, will only have short timers once in a while and just need to be careful while they are running. They will also not get a militia standing hit on first kill.
If you start the timers low and increase the penalties steep, legit players would have no big issue with that, but regular awoxing isn’t possible without making yourself permanently “outlawed” (and get yourself kicked out of the militia pretty fast).
On Multiboxfarming:
The only way to prevent that is to re-design the sites and the payout methods.
First no site should be completable by just “sitting out a timer”. You always shold have to “contribute” in some way. Either by killing waves of attacking NPCs or supporting defending NPCs, but also additional goals like hacking command structures to shut down or enable defensive guns/shields/generators etc. And they payout only goes to the group that has the highest contribution to the site completion. Seagulling by warping in during the last minute and just be “present” will simply not get paid.
Second there should always be methods to “speed up” sites by fulfilling multiple sub-goals at once. That is incredibly hard for a massmultiboxer but incredibly easy for a group of some normal players because they can each bring a specialized fit and focus on their own task, while still cooperating on demand if nessessary. This way a group of non-multiboxers will always outperform a multiboxer. And take most of the site rewards in case both try to compete for the same site.