HAMM3R wrote:That's how it worked in EVE. I liked it, for what little I played EVE. If you start pirating/open fire in hi-sec systems the security forces are immediately alerted and your ship gets blown up along whatever cargo/stuff you may have. End of story.
There should be a point having hi-/medium-/low-sec systems. Currently they are more or less meaningless. The whole galaxy (well the populated areas) is just a gigantic wild wild west.
The EvE system for hi-sec piracy was way too heavy handed, I never liked it. I'd like to see something more consistent with the feel of Elite for this game. I don't think the police forces should arrive any faster than they already do, although clearly the closer you are to a station, the faster they should arrive.
1) Piracy in Alliance/Empire/Federation space - if the player isn't fired upon, they should be able to report the crime to the authorities at the local station. This would get the pirate a local wanted status. Local security and local federation forces would begin aggressively hunting the pirate down until they paid off the bounty. This would include security forces following their frame-shift wakes around the system.
2) Firing on another player in Alliance/Empire/Federation space - gets the pirate wanted status, with repercussions the same as above.
3) Destroying another player in Alliance/Empire/Federation space - gets the pirate fugitive status as per the original elite games. The pirate cannot dock, cannot pay off the wanted status within ANY system controlled by the faction the crime took place in. They have to go to another factions space to pay the wanted status. So commit this crime in Federation space, you have to go to Empire or Alliance or Independent space to pay your dues. Also, the faction security forces will pursue the pirate throughout their controlled space, hunting them from system to system until they leave and/or pay their fine after having left.
4) Committing crimes in Independent Space - works as 1-3 but as independent systems only usually have faction influence over one system, a pirate doesn't need to go so far to clear their wanted status.
5) Wanted fines for attacking players need to be much, much, much higher in Alliance/Empire/Federation space, depending on the tech level of the system or something along those lines. This should act as a disincentive on piracy in such systems, moving it more to anarchy space and independent systems.
6) I'd also have it that the amount of fine decreases the further a pirate is from a system they committed a crime in. Basically an incentive on the pirate to get far away from where they committed their crime, so they don't just farm one system, and a recognition from the authorities that the problem pirate has moved far, far away.
7) Like the original Elite, I'd like to see anarchy systems with actual stations in them. Proper "hives of scum and villainy" places, where the crime gangs are rife and piracy a way of life. Huge profits on trading to be made, but at great risk.