Ok, this was an idea that had resulted from another post that I thought deserved it's own thread.
The idea stems from the following principles.
A: This is a creative game and a player v player combat game, not an everything is MINE and I will destroy what I want game.
B: invulnerable bases are stupid
C: there needs to be something keeping people from griefing.
So the idea then is that if two players decide to go to combat against one another, nothing different that what happens now should happen, but, if one player is offline and leaves his ships and bases docked, they should be vulnerable, but not unprotected. AI turrets and craft can only do so much vs. griefers. Make it so acts against offline individuals would garner a warrant, or a star(thinking GTA), or whatever, so that whatever damage they do to the player's property is monetized and calculated. The player will now have a bounty of 1.1x to pay off. (you'll see where the .1 comes in in a second).
Now, anyone can collect the bounty by capturing the astronaut, or the ship he's in, and demanding the bounty be paid (using stop effect, etc.) They will cause a window to open up where he can pay. If they pay, the bounty hunter will get 10% of the payment (that .1 from earlier) that goes to the victim. If not, the bounty may increase. Unpaid bounties over a certain amount would cause NPC ships to start to approach the player in waves. They will first demand the bounty be paid, and then they will attack. The waves will get bigger and more ships over time, and the bounty will increase with each protection unit destroyed.
The protected areas are defined though, not all space is protected. If I build a station, I can hire security to document crimes against my station. Perhaps they will warn the attacking player if a stray missile or two hits my station. They won't necessarily attack (as that what turrets and drones are for) but they will record the action. The new and weakened players can stick to these protected areas to avoid pirates and player pirates. If you leave these areas, you won't be protected period.
Here's a rundown though: if player X attacks player Y, and Player Y retaliates within T seconds, there will be no bounty. If player X attacks player Y, and player Y is either destroyed, or does not retaliate within T seconds, there would be a bounty. This check would only happen if a protection unit is within sensor range.
If player Y has a bounty, and player X attacks player Y, and there is no retaliation, player X receives a bounty. If player X requests the bounty from player Y, and player Y refuses, Player X would then be free to destroy player Y with no bounty. Attacks should only count if they do actual damage (IE not shield damage). This will allow use of stop beams to hold a bounty in place, and any number of accidental or "test" shots. perhaps this forgiveness can be bypassed by adding a "distress signal" to call for any ships in the vicinity to your aid.
There would be large swaths of unprotected areas where pirates could operate without fear of bounties. Furthermore, newly discovered areas could have abandoned stations where the player could opt to destroy the station with no consequence, or to activate the built in protection units to make the zone a civilized area. (player pirates trying to gain territory would opt for the former). As more players visit each sector, and spend more money in the respective shops, the protection force would get larger, and their station would get bigger.
Also, if a player has a big bounty, that players most expensive ship blueprints would become available to the enforcement units.
The idea stems from the following principles.
A: This is a creative game and a player v player combat game, not an everything is MINE and I will destroy what I want game.
B: invulnerable bases are stupid
C: there needs to be something keeping people from griefing.
So the idea then is that if two players decide to go to combat against one another, nothing different that what happens now should happen, but, if one player is offline and leaves his ships and bases docked, they should be vulnerable, but not unprotected. AI turrets and craft can only do so much vs. griefers. Make it so acts against offline individuals would garner a warrant, or a star(thinking GTA), or whatever, so that whatever damage they do to the player's property is monetized and calculated. The player will now have a bounty of 1.1x to pay off. (you'll see where the .1 comes in in a second).
Now, anyone can collect the bounty by capturing the astronaut, or the ship he's in, and demanding the bounty be paid (using stop effect, etc.) They will cause a window to open up where he can pay. If they pay, the bounty hunter will get 10% of the payment (that .1 from earlier) that goes to the victim. If not, the bounty may increase. Unpaid bounties over a certain amount would cause NPC ships to start to approach the player in waves. They will first demand the bounty be paid, and then they will attack. The waves will get bigger and more ships over time, and the bounty will increase with each protection unit destroyed.
The protected areas are defined though, not all space is protected. If I build a station, I can hire security to document crimes against my station. Perhaps they will warn the attacking player if a stray missile or two hits my station. They won't necessarily attack (as that what turrets and drones are for) but they will record the action. The new and weakened players can stick to these protected areas to avoid pirates and player pirates. If you leave these areas, you won't be protected period.
Here's a rundown though: if player X attacks player Y, and Player Y retaliates within T seconds, there will be no bounty. If player X attacks player Y, and player Y is either destroyed, or does not retaliate within T seconds, there would be a bounty. This check would only happen if a protection unit is within sensor range.
If player Y has a bounty, and player X attacks player Y, and there is no retaliation, player X receives a bounty. If player X requests the bounty from player Y, and player Y refuses, Player X would then be free to destroy player Y with no bounty. Attacks should only count if they do actual damage (IE not shield damage). This will allow use of stop beams to hold a bounty in place, and any number of accidental or "test" shots. perhaps this forgiveness can be bypassed by adding a "distress signal" to call for any ships in the vicinity to your aid.
There would be large swaths of unprotected areas where pirates could operate without fear of bounties. Furthermore, newly discovered areas could have abandoned stations where the player could opt to destroy the station with no consequence, or to activate the built in protection units to make the zone a civilized area. (player pirates trying to gain territory would opt for the former). As more players visit each sector, and spend more money in the respective shops, the protection force would get larger, and their station would get bigger.
Also, if a player has a big bounty, that players most expensive ship blueprints would become available to the enforcement units.