Forums » Suggestions

Mission to hold players for ransom

Jun 08, 2015 Death Fluffy link
Create a mission nationalists could take from their Capital stations in Systems with the new player sectors (with the exception of Odia M14 for piracy) which would allow them to take a player captive for a period of time or buy out by the victim.

Make the mission require that the target be either trade 4 or combat 4 to apply. As well as only work against a targeted person once per 24 hr to a week. I think a week is more realistic personally.

Make the mission require that the players taking it be combat 15 or better.

Faction standing to be required to take the missions. Serco & Itani should be native Admire and hate with the other. Pirates should admire with Corvus and at least be native KOS and possibly KOS with all nations. UIT should be UIT admire and neutral or better with both Serco & Itani. This is to restrict mission usage to players whose standing reflect the goals of the capital.

The mission would require bringing a target to 15% health or less before activation. Activation could be a command that can be bound or something like the way players control furies. There should be a way to tell the game that the immediate target is intended for capture so that it does not assume that the first player fought is intended for capture.

Once a target has been marked for capture, the mission aborts if the player or victim dies or if a set amount of time has elapsed since the target was marked- say an hour.

Once the mission has completed (someone got got) or aborts (you suck at this), the player would then have to return to the capital station if they want to retake the mission.

Once the target is reduced to below 16% armor, the player can activate the capture which theoretically sends the player to the capital station the mission originated from. The capturing player would set the ransom if any or time limit in which the other character would be trapped and unable to launch.

The ransom should be no more than 2% of the players wealth or 5 million credits, whichever is smaller. If the captured player pays, then they are able to launch with their ship and cargo from the station at which they have homed. If they refuse to pay the ransom, then they are unable to reenter the game for the penalty period.

Offering a ransom is optional for the capturing player.

This would imo change the dynamics of "It's cheaper to just die and buy an new ship" for piracy. For nationalism or anti piracy, it gives the capturing player a chance to remove a key opponent from a conflict for a period of time- potentially changing the outcome.
Jun 08, 2015 Savet link
It's not cheaper to die. That's just what people who are bad at math think.

Interesting perspective though. It's kind of clunky and cumbersome. I don't see anyone going to their capital, taking the mission, them flying out to the engagement point, and repeating.

In a fur ball, seconds matter and this penalizes the winners as much as the losers.

A better implementation might be a "contested zone" designation that a player can claim/designate. Any deaths in this zone have a respawn timer or force you to a capital station.
Jun 08, 2015 biretak link
-1 Instead of capturing the player, just kill him. But, instead...

+1 to Respawns should occur in another system farther away at the same faction the player was homed (corvus, tpg, etc). (ie, I'm homed in sedina corvus, died in latos I8 defending or attacking, I should respawn in Odia corvus if not further (Bractus)).
Jun 08, 2015 Pizzasgood link
-1
Jun 08, 2015 vskye link
-1
Jun 08, 2015 J37T3R link
-1

So basically every once in a while, if you get very unlucky, someone comes to hunt you down and if they make a successful ambush you have to either pay potentially a few mil or else get locked out of the game for a time? This sounds more like a built-in griefing mechanic than anything else.