Post by Azherae on 2024-03-28 11:44:08
Over 70 comments while I was asleep
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Azherae, what's your party's opinion would be on smth like this setup?
- The game tracks account-wide PK Count History (i.e. even if your current count is 0, the game would know that you have 10 PKs overall; and the count itself is not account-wide)
- Military nodes have access to the PKCH of players that have PKd people in the vicinity of allied nodes
- Other nodes can request the full PKCH list by sending a Mayoral caravan to get it (requires a full back&forth track to do)
- PKCH info needs to be retaken every month (could be more often)
- Guards in nodes operate according to the available PKCH
- Guard power exists on a sliding scale of "can kill a weak mob" to "literally immortal and hits like a truck" (controlled by the mayor choices)
- Guards are positioned across the node in predetermined places, with a predetermined patrol route
- Guards aggro onto mobs that enter a certain radius and onto PKers who enter x2 of that radius
- Guard-killed targets don't drop loot ("killed" here means "Guard did any dmg to the target") and Guards don't aggro onto bosses
- After a certain PKCH value Guards aggro onto a flagged player with that value
- If there's been a PK, Guards over a certain lvl (let's say 3/5 minimum) will go to that location and stay there for a certain amount of time
- Amount of Guards and the duration of their presence in that location is set by the Mayor (debatable)
- All of the above don't apply to military nodes themselves
As I see it, this would be a player-controlled TL-like system. There'll be nodes that are very good for pvers, but the system itself doesn't remove the possibility of being killed at least once. The economic macro-competition is still present in the form of mayoral actions (and any influence on them by other players), node wars/sieges (wars could have a goal of "destroy the guard post in the node", which disables it for several days) and caravan attacks to prevent the Guards from knowing the latest info about PKCH.
And this would also enforce pve-based micro-competition on the spots themselves, while not removing a casual PKing as the last resort. In other words, your enforcer might not be able to PK as much as yall might need, but a random person can still use the system for their benefit. Obviously this doesn't prevent your entire party going corrupt one after the other, but this too would only be doable up to a certain extent.
I feel like this system would be a nice way to have a not-as-gamey application of TL's events.
As usual, you have solved the problem in the same way that Developers of a game I play did.
You've basically now described how this works in Elite:
- Your bounties for attacking nonhostiles (players and NPCs) are separate from your Notoriety from actually killing them
- You can check the bounties of up to 10 (sometimes there is overlap) players who have been scanned within the star system, and there is some distinction between people who have Notoriety and don't)
- You can therefore send someone (a player) to check, in any system, if a high Bounty player has been seen there (but if they don't get scanned or somehow interact with the network, they don't show up, so you can lose track of them if they are careful
- Notoriety wears off after a while if you don't do anything else illegal, or hide out in the right system (in Ashes, think like 'you killed a person who was not a Citizen of any Node, in a Dungeon)
- Automatic, but in this case there's no way to clear bounties without also clearing Notoriety (except that Bounties were tied to a ship, not a player, so you can change ship to resolve it)
- NPC pilots range from 'basically patrol squads in the tiniest ships' to 'fully engineered juggernaut groups' and the response is proportional when certain things happen
- Would prefer a more flexible patrol route and the chance to deploy them, but this only works in Elite because Elite TTK is massive (one battle between two skilled pilots is like 8 minutes, in Low Security systems the guards don't even show up until 5 minutes in)
- No issues if guards attack mobs, presuming that the mobs are usually not near the guard patrol routes.
- No issues if guards sometimes take the mob loot, but I don't feel that they should disqualify players from getting loot just by dealing any damage.
- In Elite aggro onto players just for having their weapons 'drawn' this is a reputation type thing, rather than a Notoriety thing, but I view it as the same overall.
- The equivalent of 'more guards showing up and hanging around at a location due to illegal activity' is a core experience of Elite Resource Extraction sites, we send newbie pilots to certain ones to train with the guards.
- Number of guards and effectiveness are set by the system, but you can influence it by providing certain things, raising 'morale', and in a few cases even doing something similar to training with them. You can do this in FFXI too, but only for Campaign, so it probably isn't relevant here.
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Elite does contain 'Anarchy' systems where anything goes, and 'Hazardous Resource Extraction Sites' where the NPCs may not show up, in Low Security systems. If you are pursuing certain NPC pirates (or players who have high reputation with pirates) they may go to a 'blind spot' in the system where the transmission of your being attacked won't reach the main stations, so system Security will not respond and you have to beat them head-on, or hope that there was a randomly patrolling one nearby (in the extremely rare case where this happens, that NPC Security agent will also not be able to transmit a specific call to others for help)
So, as for 'what we think of it', usual answer:
"This is my normal."