Forums » Suggestions
Faction loss / gain for killing players
Killing a respected or above player in monitored space should cost the the value of their standing.
Killing a neutral player should have no result.
Killing a disliked to KOS player in monitored space should benefit player scoring the kill by no less than -10% and maybe up to -25% of the dead players standing.
Killing a Temp KOS player should benefit the player scoring the kill by 50 faction points.
Killing a neutral player should have no result.
Killing a disliked to KOS player in monitored space should benefit player scoring the kill by no less than -10% and maybe up to -25% of the dead players standing.
Killing a Temp KOS player should benefit the player scoring the kill by 50 faction points.
Yes please. I would so exploit the Hell out of this.
Your suggestion has merit. I would like to rearrange the formulas to avoid exploitation.
Ship value multiplier = the cost of the ship destroyed.
Victim faction divisor = The victim's faction above or below -600 (dislike) / 4
Faction trade mission multiplier = the amount of faction you would gain from a trade mission requiring x credits investment as compared to the cost of the victim's ship.
So that when you kill a player in faction space, the amount of faction gain/loss is based on the value of their ship as compared to that same value in credits being invested in a trade mission divided by their percentage difference from disliked standing. A player that was at exactly -600 standing would produce neither reward nor penalty, while a player that is kos would produce the maximum gain in standing. Because the player's ship cost is included, it would discourage players from arranging to be killed just to gain standing. You could invest the same credits in a trade mission and gain the same (or better) standing. Basing the centerline around -600 means you could lose far more faction for killing an admired player than you could gain from killing a kos player. Rewards are limited, penalties generous.
Ship value multiplier = the cost of the ship destroyed.
Victim faction divisor = The victim's faction above or below -600 (dislike) / 4
Faction trade mission multiplier = the amount of faction you would gain from a trade mission requiring x credits investment as compared to the cost of the victim's ship.
So that when you kill a player in faction space, the amount of faction gain/loss is based on the value of their ship as compared to that same value in credits being invested in a trade mission divided by their percentage difference from disliked standing. A player that was at exactly -600 standing would produce neither reward nor penalty, while a player that is kos would produce the maximum gain in standing. Because the player's ship cost is included, it would discourage players from arranging to be killed just to gain standing. You could invest the same credits in a trade mission and gain the same (or better) standing. Basing the centerline around -600 means you could lose far more faction for killing an admired player than you could gain from killing a kos player. Rewards are limited, penalties generous.
+1 to Roda
Before I agree to anything that increases the current faction loss for killing people, I insist that there be a way I can falsify my identity (and the associated faction standings). Simply being able to fly as "Unknown Pilot" with universal KOS and no lasting faction penalties unless I'm caught (by, for example, a law enforcement WTD with an ID scanner) would suffice.
My reasoning is that if you make the only incentive for playing a "bad guy" making noobs and traders cry, then the only thing us "bad guys" are going to do is make noobs and traders cry. Then again, I'm not entirely sure that's a bad thing. Nevermind, implement this.
I still want to be able to fly as "Unknown Pilot" with universal KOS, though. It would add a lot to both immersion and gameplay.
My reasoning is that if you make the only incentive for playing a "bad guy" making noobs and traders cry, then the only thing us "bad guys" are going to do is make noobs and traders cry. Then again, I'm not entirely sure that's a bad thing. Nevermind, implement this.
I still want to be able to fly as "Unknown Pilot" with universal KOS, though. It would add a lot to both immersion and gameplay.
Yes please. I would so exploit the Hell out of this.
even with roda's nerfs to it.
even with roda's nerfs to it.
I like Roda's amendment myself. I'm just the concept guy :p
I think players defending their nation space should not be penalised - often the current event when anti- rats try to run off pirates.
A very simple fix to the potential exploit- though I hardly imagine it being much more advantageous than exploiting the procurement missions for the same purpose- just less time consuming for multi account players- would be to provide the faction gain only to players who are respected or better.
I'd also love to see a credit reward for killing the baddies.
I think players defending their nation space should not be penalised - often the current event when anti- rats try to run off pirates.
A very simple fix to the potential exploit- though I hardly imagine it being much more advantageous than exploiting the procurement missions for the same purpose- just less time consuming for multi account players- would be to provide the faction gain only to players who are respected or better.
I'd also love to see a credit reward for killing the baddies.
ok Fluffette. We could add in yet another variable, where the reward would be scaled by the aggressors faction. So that a kos that kills a kos gets zero reward.
As for a financial reward, you don't want to double load the system. If the system is balanced against the cost of the ship lost versus that same investment in trade, then a financial reward would be in competition for the standing gain. To keep it simple, I suggest you pick one or the other. Faction gain or financial reward. Or ... Financial gain if you are already POS (max standing) and otherwise faction gain.
Exploit ability: The formula ultimately needs to insure that any reward is less than the cost of the lost ship, and that any penalty is great enough to discourage noob hunting. I think the formula I have presented suits the reward side well, but may need to be tweaked on the penalty side.
As for a financial reward, you don't want to double load the system. If the system is balanced against the cost of the ship lost versus that same investment in trade, then a financial reward would be in competition for the standing gain. To keep it simple, I suggest you pick one or the other. Faction gain or financial reward. Or ... Financial gain if you are already POS (max standing) and otherwise faction gain.
Exploit ability: The formula ultimately needs to insure that any reward is less than the cost of the lost ship, and that any penalty is great enough to discourage noob hunting. I think the formula I have presented suits the reward side well, but may need to be tweaked on the penalty side.