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Violence Pays. Make Non-Violence Pay, Too.


Hirnsausen

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Like in almost all computer games, violence pays. Do PVP, and you have access to more or better resources, loo, etc..

I suggest that there would be a counter for each player, how many times a player has attacked without having been attacked first an other ship or base (not defended).
 

And then there are benefits that are open only to game characters below certain violence thresholds, that violent players (PVP players) cannot get. This would give more balance, and also be a price for players who are peaceful members of the DU society. Why always give benefits only to those who are destructive. More balance and rewards for different ways of gameplay are needed.

May those benefits be some new ore types, or special elements that function only for those players, or the ability to research or find something, or access to exclusive and beneficial areas that are off-limits (police?) to PVP players. I leave that up to NQ. If you have ideas, please add them to this thread.

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The lack of NPC means that the police are in fact real players someone is probably paying to play as space-cops. If you want defenders, trying hiring some.

 

Additionally, a benefit to players that get attacked a lot without shooting back will immediately benefit the allies of the pvp players, as the people with guns would simply call all their non-pvp allies and non-pvp alts out where they could fire off a shot at their allies and then disengage, then immediately do it again, allowing their non-pvp friends and alts to rack up the non-pvp bonus faster than actual regular pve players.

If you don't like getting shot at, but you still want the rewards equivalent to someone who actually risks perma-loss of their stuff, try out-smarting the pvp players instead of just lobbying to get bonuses for not being one of them.

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There are already benefits to non-PvP compared to PvP players.

Have you checked the cost of PvP-oriented talents? To be successfull in pvp you really need to commit in those talents.
As a non-pvp player you can benefit from having mining, industry, handling or any other talent tree.

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  • 3 weeks later...

Have a timer on players who initiate an attack before they can return to a safe zone. Currently there is no reason to set up a pirate base in PvP space and defend it. If there was, then that would be an interesting game loop. PvP orgs setting up stations in PvP areas and trying to defend them.

 

Currently you can go to PvP space, kill, loot and then go back to your safe base in the safe zone.

 

The outer planets are supposed to lose their safe zone protection one day. Maybe mark honeycomb, elements and container contents taken from a cored ship as stolen, and can only be traded on the outer planet markets. Also any ship carrying or made of these components can’t come into safe space, or if they can anybody can shoot them but they can’t shoot back lol.

 

No problems with pirates living the pirate life, but they’re not, they’re coming home and living the safe life when not out pirating. Should need their own bases. 

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5 hours ago, CoyoteNZ said:

Have a timer on players who initiate an attack before they can return to a safe zone. Currently there is no reason to set up a pirate base in PvP space and defend it. If there was, then that would be an interesting game loop. PvP orgs setting up stations in PvP areas and trying to defend them.

 

Currently you can go to PvP space, kill, loot and then go back to your safe base in the safe zone.

 

The outer planets are supposed to lose their safe zone protection one day. Maybe mark honeycomb, elements and container contents taken from a cored ship as stolen, and can only be traded on the outer planet markets. Also any ship carrying or made of these components can’t come into safe space, or if they can anybody can shoot them but they can’t shoot back lol.

 

No problems with pirates living the pirate life, but they’re not, they’re coming home and living the safe life when not out pirating. Should need their own bases. 

 

The pirates would only be mildly annoyed by this, as the shear volume of empty space in which to hide would make it almost meaninglessly easy to set up a supply depot outside the SZ for overnight parking and as a collection point for their non-pirate buddies/alts to come pick up the loot for storage/sale on whatever planet they then found themselves inclined to ship it to.

 

The bigger issue would come from the inability of non-pirates to reclaim their stuff in the event that a member of a fleet got their ship blown out from under them but then managed to recover it.

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