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CrimeWatch proposal - Make system security affect suspect and criminal flags

Author
FloppieTheBanjoClown
Arcana Imperii Ltd.
#1 - 2012-08-03 15:21:57 UTC
With all the upcoming changes regarding aggression and flagging, I want to toss this idea out. I posted it in another thread, but the more I think about it the more I want to see it.

As I understand it, once CrimeWatch goes live there will be 15 minute times for the suspect and criminal flags. I'm proposing to take that timer and multiply it by a system's security status. Flipping a can in a 0.5 system would get you just 7 1/2 minutes of suspect flagging instead of the full 15. Piracy in a 0.1 would result in just 90 seconds of flagging, where you would get 6 minutes in a 0.4.

This would help blur the lines between high and lowsec, and make those sec levels matter for more than NPC spawns.

Founding member of the Belligerent Undesirables movement.

Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#2 - 2012-08-03 15:41:39 UTC
FloppieTheBanjoClown wrote:
With all the upcoming changes regarding aggression and flagging, I want to toss this idea out. I posted it in another thread, but the more I think about it the more I want to see it.

As I understand it, once CrimeWatch goes live there will be 15 minute times for the suspect and criminal flags. I'm proposing to take that timer and multiply it by a system's security status. Flipping a can in a 0.5 system would get you just 7 1/2 minutes of suspect flagging instead of the full 15. Piracy in a 0.1 would result in just 90 seconds of flagging, where you would get 6 minutes in a 0.4.

This would help blur the lines between high and lowsec, and make those sec levels matter for more than NPC spawns.

It would also incorporate the existing corner case of "shut off flags when you're in null" :)

Overall, it's very elegant, but it would require quite extensive testing on SiSi to see what it does to fights and such.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#3 - 2012-08-03 15:48:14 UTC  |  Edited by: FloppieTheBanjoClown
Tarunik Raqalth'Qui wrote:
It would also incorporate the existing corner case of "shut off flags when you're in null" :)


Yeah, that's something that crossed my mind, but I didn't really feel the need to include it. I was going for short and sweet :)

Tarunik Raqalth'Qui wrote:
Overall, it's very elegant, but it would require quite extensive testing on SiSi to see what it does to fights and such.

My expectation would be that both lowsec piracy and highsec ganking would naturally migrate toward the lower-sec systems because the penalties are lighter there. With a shorter GCC timer in 0.5s, gankers could reship sooner. If some variation on the hotly-debated sentry guns changes comes about, lowsec gate camps would be more viable in the lower sec systems. I don't really see a downside...but them I'm not looking at it from the perspective of the carebear who would just as soon see gankers get podded by concord and such.

Founding member of the Belligerent Undesirables movement.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2012-08-03 16:07:23 UTC
FloppieTheBanjoClown wrote:
With all the upcoming changes regarding aggression and flagging, I want to toss this idea out. I posted it in another thread, but the more I think about it the more I want to see it.

As I understand it, once CrimeWatch goes live there will be 15 minute times for the suspect and criminal flags. I'm proposing to take that timer and multiply it by a system's security status. Flipping a can in a 0.5 system would get you just 7 1/2 minutes of suspect flagging instead of the full 15. Piracy in a 0.1 would result in just 90 seconds of flagging, where you would get 6 minutes in a 0.4.

This would help blur the lines between high and lowsec, and make those sec levels matter for more than NPC spawns.


I assume that changing systems after you receive a timer won't alter the timer... And the only system security level that matters is that of the system in which you earned your flag...

I think I like this idea!!!!! It does severely limit the "penalties" to criminal and suspect activities in lower security systems... It would also be a huge boon to suicide ganking in 0.5 & 0.6 systems..... As proposed, I think you would have to re-balance the GCC & suspect timers.

On some level, I think this proposal should be reversed..... I think that the lower the security of a system, the more "policing" should fall on players (rather than concord, gate guns, etc). GCC is a concord NPC thing, so I'm totally down with lowering that timer with lower system security. However, suspect flags allow players to hunt down and shoot other players, and I actually think that should be EXTENDED with lower system security. Perhaps couple it with a mechanic to help wanna-be police players (aka SPAM) pragmatically hunt down players that currently have a suspect flag, and you have some awesome potential.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#5 - 2012-08-03 16:18:50 UTC
Gizznitt Malikite wrote:
I assume that changing systems after you receive a timer won't alter the timer... And the only system security level that matters is that of the system in which you earned your flag...


Doing otherwise would probably be a nightmare for the devs and runs contrary to my vision of how it should work, so...yes.

Gizznitt Malikite wrote:
I think I like this idea!!!!! It does severely limit the "penalties" to criminal and suspect activities in lower security systems... It would also be a huge boon to suicide ganking in 0.5 & 0.6 systems..... As proposed, I think you would have to re-balance the GCC & suspect timers.


The impact it would have on highsec ganking is that you could gank in a 0.5 twice as frequently as you could in a 1.0. I don't expect any adjustments would need to be made.

Gizznitt Malikite wrote:
On some level, I think this proposal should be reversed..... I think that the lower the security of a system, the more "policing" should fall on players (rather than concord, gate guns, etc). GCC is a concord NPC thing, so I'm totally down with lowering that timer with lower system security. However, suspect flags allow players to hunt down and shoot other players, and I actually think that should be EXTENDED with lower system security.

That really depends on things like sentry gun mechanics. If Greyscale's sentries come into play along with CrimeWatch, then we really do need a mechanic that will shorten the duration of the suspect flag the further you get from secure space.

Remember that you can ALWAYS shoot a pirate with a -5 sec status, and that if they've recently killed you, you have kill rights on them and can engage them anywhere. The suspect and criminal flags are intended to allow everyone to shoot you without losing their own sec status.

Gizznitt Malikite wrote:
Perhaps couple it with a mechanic to help wanna-be police players (aka SPAM) pragmatically hunt down players that currently have a suspect flag, and you have some awesome potential.


A long time ago I posted an idea for creating Concord "deputy" players and corporations where they would be alerted to local GCC events as beacons on their overview. I would imagine that's similar to your idea.

Founding member of the Belligerent Undesirables movement.

Eternal Error
Doomheim
#6 - 2012-08-03 17:04:47 UTC
Not supported because the proposed suspect system is terrible.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2012-08-03 17:13:12 UTC
FloppieTheBanjoClown wrote:

Gizznitt Malikite wrote:
I think I like this idea!!!!! It does severely limit the "penalties" to criminal and suspect activities in lower security systems... It would also be a huge boon to suicide ganking in 0.5 & 0.6 systems..... As proposed, I think you would have to re-balance the GCC & suspect timers.


The impact it would have on highsec ganking is that you could gank in a 0.5 twice as frequently as you could in a 1.0. I don't expect any adjustments would need to be made.


From the current state, the impact is you can suicide gank twice as frequently in 0.5 systems than currently.... This is a big boon to suicide ganking (although that's not a bad thing necessarily).

FloppieTheBanjoClown wrote:

Gizznitt Malikite wrote:
On some level, I think this proposal should be reversed..... I think that the lower the security of a system, the more "policing" should fall on players (rather than concord, gate guns, etc). GCC is a concord NPC thing, so I'm totally down with lowering that timer with lower system security. However, suspect flags allow players to hunt down and shoot other players, and I actually think that should be EXTENDED with lower system security.

That really depends on things like sentry gun mechanics. If Greyscale's sentries come into play along with CrimeWatch, then we really do need a mechanic that will shorten the duration of the suspect flag the further you get from secure space.

Remember that you can ALWAYS shoot a pirate with a -5 sec status, and that if they've recently killed you, you have kill rights on them and can engage them anywhere. The suspect and criminal flags are intended to allow everyone to shoot you without losing their own sec status.


I'm not referring to pirates. Imagine I'm a suicide ganker that makes a living ganking industrials traveling through Niarja (0.5). With your change, I can now gank twice as often, since my GCC & aggression timers are now 7.5m instead of 15m.

I'm suggesting, that your GCC (which controls concord response) gets reduced to 7.5m, but your suspect timer (which allows other players to shoot you) is increased to 30 m (extreme example). Now, I can go suicide ganking again very quickly (after 7.5ish m becuase that's when my GCC ends), but I must fear some good Samaritan Player that tries to thwart my operation by attacking me before I can gank another industrial (which they could do as long as I have the suspect flag).

There are two things I'm not very certain of:
1.) For Lowsec: Gate & station gun mechanics. Currently, when you go GCC, you get attacked by gate and station guns. But when you go GCC, you also gain an NPC aggression timer to the gate gun owners. Gate and Station guns will automatically shoot you whenever you get near them until BOTH the GCC timer and NPC aggression timer ends. Whenever the guns do shoot at you, you're NPC timer is renewed, and sometimes your GCC timer is also renew (i think). I'm not sure how these timers are changing with the new crimewatch system. What I hope for, is that gate guns only fire at you while you have a GCC flag, but will leave you alone when you have the suspect flag. This way, a short GCC timer means you only have to worry about station guns and gate guns for a short period of time, and a long suspect timer means good Samaritans can freely aggress you for an extended period of time! I want to enhance player on player violence, which this is directly doing!!! I am not certain how GCC & suspect timers will be renewed, and that's also an important thing to consider.

2.) For Highsec: Player Aggression timers vs GCC timers. Imagine I'm a miner in a belt. A Talos lands and attempts to suicide gang me. I deploy EC drones which jam out the Talos,which then dies to concord. The Talos currently gets a 15 minute GCC timer for his actions, meaning if he boards a spaceship within highsec during that window, concord will spawn and blow him up. You want to reduce this timer to 7.5 minutes in a 0.5 system. However, there is another timer of major concern here! Because I aggressed the talos with EC drones, I have a 15 minute agression timer with the Talos Pilot. So, with the GCC changes, 8 minutes later that pilot can be back in a new talos in space hunting me down. If he finds me before my 15 minute agression timer ends, he can LEGALLY shoot me without concord intervention because of the timer I have for defending myself. This loophole needs to be closed!! I'm under the impression that a major point in changing crimewatch is to reduce the "who can shoot at who branching crazy timers madness" that is currently crimewatch. I'm very uncertain how the new crimewatch system will deal with defensive timers (i.e. How/when can the talos pilot return fire.) This could be a simple change of reducing the "return fire" timer to the same length of the GCC, but I don't fully understand the new system yet.

FloppieTheBanjoClown wrote:

[A long time ago I posted an idea for creating Concord "deputy" players and corporations where they would be alerted to local GCC events as beacons on their overview. I would imagine that's similar to your idea.


Again, it's not so much as GCC events that I care about, as much as Suspect Events. GCC gets handled by concord and gate guns. Suspect events should be handled by players... I've read/heard/thought/discussed overview beacons to allow SPAM to chase down such pilots, but I haven't seen anything that seemed appropriately balanced.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2012-08-03 17:19:51 UTC
Eternal Error wrote:
Not supported because the proposed suspect system is terrible.


Can you elaborate why the proposed suspect system is terrible???

It opens up aggression to ALL players, which is a good thing...
FloppieTheBanjoClown
Arcana Imperii Ltd.
#9 - 2012-08-03 17:44:45 UTC
Gizznitt Malikite wrote:
Eternal Error wrote:
Not supported because the proposed suspect system is terrible.


Can you elaborate why the proposed suspect system is terrible???

It opens up aggression to ALL players, which is a good thing...


I think it's a rather terrible idea that sentry guns will shoot you for taking stuff that has been jettisoned into space. I'm against CrimeWatch, but CCP doggedly insists upon it, so I'm making the best of a bad situation by trying to temper it.

Founding member of the Belligerent Undesirables movement.

Eternal Error
Doomheim
#10 - 2012-08-03 18:20:55 UTC  |  Edited by: Eternal Error
Gizznitt Malikite wrote:
Eternal Error wrote:
Not supported because the proposed suspect system is terrible.


Can you elaborate why the proposed suspect system is terrible???

It opens up aggression to ALL players, which is a good thing...

I'll give a few reasons and short explanations; I'm not trying to derail the thread:

1.) It eliminates current canflipping mechanics as valid ways to gain aggression for 1v1s, arranged fights, making sure you don't get concorded for shooting your mission mate, etc.

2.) It isn't as newbie-friendly as its intention since if you screw up and loot your friends', alt's, etc. can you are now flagged to everyone rather than yourself/your friend and most likely get exploded.

3.) It imposes a clear sense of morality on various actions that were previously left entirely in the hands of the players.

4.) It removes a non-trivial reason to join a corp for miners and missioners--mutual defense (i.e. currently if you steal you are flagged to the corporation that you stole from, now you will be flagged to everyone regardless of whether your target was in an NPC or player corp).

5.) It's basically going to kill off can flipping, wreck stealing, etc. in high security space. While this is mainly used as a form of griefing, it can still result in good fights and CCP used to take the stance that more things exploding=better.

6.) The changes are poorly thought out, as evidenced by developer posts in other threads about the topic (e.g. there were originally going to be invincible logis).

7.) These radical changes are not needed. All that was asked for/really necessary was changes to neutral RR. If you want to make can flipping less of a newbie ganking tactic and more of a sandbox thing, simply make sure to include more detailed instructions on aggression mechanics in the tutorial. Additionally, expand the current aggression flagging system to include alliances, not just corporations. Put things in the hands of player groups, don't create a global flag for things as silly as property theft.

8.) Recent discussion of this sentry gun thing reinforces points 6 and 3. Sentry guns shooting you for can theft? Really?

These are just off the top of my head. I'll add more if I think of them later.

The bottom line is that the proposed suspect system introduces a global flag for actions that do not give the suspect/aggressor any additional options in terms of perpetrating a criminal act, shooting another ship, etc. This is a HUGE departure from what Eve has been. IMO, it represents a SIGNIFICANT shift in CCP's/Eve's direction as a game to become much, much softer and more carebear-esque. I will be unsubscribing if these changes take effect, not because I'm a can flipper extraordinaire, but because I can see the writing on the wall. These changes don't matter too much now, but I can see where the game will be 1-2 years after these changes and would much rather take my money elsewhere.



I think I just derailed the thread. Floppie, scaling GCC in particular between the low/high barrier makes perfect sense, but I'm not sure you're going to be able to scale GCC within .5-1.0 due to how it would enable increased suicide ganking. Additionally, it doesn't make sense to me for GCC to scale within .5-1.0... the police know you did something bad, and they're going to blow you up and mark you down. .5 is the inner city and they might take longer to respond, but there's still a warrant out for your arrest.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2012-08-03 18:38:23 UTC  |  Edited by: Gizznitt Malikite
FloppieTheBanjoClown wrote:
Gizznitt Malikite wrote:
Eternal Error wrote:
Not supported because the proposed suspect system is terrible.


Can you elaborate why the proposed suspect system is terrible???

It opens up aggression to ALL players, which is a good thing...


I think it's a rather terrible idea that sentry guns will shoot you for taking stuff that has been jettisoned into space. I'm against CrimeWatch, but CCP doggedly insists upon it, so I'm making the best of a bad situation by trying to temper it.


This is my understanding of crimewatch, although I could be wrong:

1.) If I take from a can that isn't mine, I gain a suspect flag (for stealing, a minor criminal act). WIth a suspect flag, EVERYONE can legally shoot me. If they shoot me, I can shoot them back. If the person I'm returning fire on has logistics support, I'm S.O.L., as I cannot shoot their logi pilot, meaning I'm at a big disadvantage when I've gone suspect (which is the tade-off for stealing the loot). If I rep a player with a suspect flag, I gain the suspect flag.

*edit* I've read the minutes on sentry gun aggro. I don't think sentries or NPC's should get involved in suspect fights. I also don't think it's acceptable for gate guns to be able to kill triaged carriers within 5 minutes. However, CCP clearly said these were not set in stone, and would be discussed at an upcoming date/forum.

2.) If I illegally shoot another player, I gain a criminal flag (like GCC) and a suspect flag. The criminal flag means that gate & station guns shoot me, Navy's attack, and concord will deathray me. In general, shooting anything that is not yours or your corps is illegal with the following exceptions: You have a wardec, you have killrights, they are currently flagged as a suspect, or you are defending your ship from their aggression. If you assist (rep) a ciminally flagged player, you become criminally flagged.

I'm sure I'm leaving something off, but I don't understand how this is terrible? Perhaps I need to go read some dev post I missed, in which case please point me in that direction!
Gizznitt Malikite
Agony Unleashed
Agony Empire
#12 - 2012-08-03 19:10:51 UTC
Eternal Error wrote:
Gizznitt Malikite wrote:
Eternal Error wrote:
Not supported because the proposed suspect system is terrible.


Can you elaborate why the proposed suspect system is terrible???

It opens up aggression to ALL players, which is a good thing...

I'll give a few reasons and short explanations; I'm not trying to derail the thread:

1.) It eliminates current canflipping mechanics as valid ways to gain aggression for 1v1s, arranged fights, making sure you don't get concorded for shooting your mission mate, etc.

2.) It isn't as newbie-friendly as its intention since if you screw up and loot your friends', alt's, etc. can you are now flagged to everyone rather than yourself/your friend and most likely get exploded.

3.) It imposes a clear sense of morality on various actions that were previously left entirely in the hands of the players.

4.) It removes a non-trivial reason to join a corp for miners and missioners--mutual defense (i.e. currently if you steal you are flagged to the corporation that you stole from, now you will be flagged to everyone regardless of whether your target was in an NPC or player corp).

5.) It's basically going to kill off can flipping, wreck stealing, etc. in high security space. While this is mainly used as a form of griefing, it can still result in good fights and CCP used to take the stance that more things exploding=better.

6.) The changes are poorly thought out, as evidenced by developer posts in other threads about the topic (e.g. there were originally going to be invincible logis).

7.) These radical changes are not needed. All that was asked for/really necessary was changes to neutral RR. If you want to make can flipping less of a newbie ganking tactic and more of a sandbox thing, simply make sure to include more detailed instructions on aggression mechanics in the tutorial. Additionally, expand the current aggression flagging system to include alliances, not just corporations. Put things in the hands of player groups, don't create a global flag for things as silly as property theft.

8.) Recent discussion of this sentry gun thing reinforces points 6 and 3. Sentry guns shooting you for can theft? Really?

These are just off the top of my head. I'll add more if I think of them later.

The bottom line is that the proposed suspect system introduces a global flag for actions that do not give the suspect/aggressor any additional options in terms of perpetrating a criminal act, shooting another ship, etc. This is a HUGE departure from what Eve has been. IMO, it represents a SIGNIFICANT shift in CCP's/Eve's direction as a game to become much, much softer and more carebear-esque. I will be unsubscribing if these changes take effect, not because I'm a can flipper extraordinaire, but because I can see the writing on the wall. These changes don't matter too much now, but I can see where the game will be 1-2 years after these changes and would much rather take my money elsewhere.



I think I just derailed the thread. Floppie, scaling GCC in particular between the low/high barrier makes perfect sense, but I'm not sure you're going to be able to scale GCC within .5-1.0 due to how it would enable increased suicide ganking. Additionally, it doesn't make sense to me for GCC to scale within .5-1.0... the police know you did something bad, and they're going to blow you up and mark you down. .5 is the inner city and they might take longer to respond, but there's still a warrant out for your arrest.


Thank you for your responses....

I think life is far, far more entertaining when you are valid target everyone as opposed to a single corp. And your much, much more likely to get fights and escalations when you increase the number of people that can shoot at you. This will hurt wreck-bating mission runners and can flipping miners, but i don't think this will hurt anyone that actually partakes in PvP.

Invulnerable logi's suck..... and this should be fixed somehow.... I'd recommend a Samaritan Flag, where shooting a Suspect gives you the Samaritan Flag and aiding (reps) a Samaritan gives you a Samaritan Flag. When you have a Samaritan Flag, all Suspects can legally shoot you.... Make the Samaritan Flag only 2 minutes, or something very short compared to the Suspect flag.

Gate guns shooting suspects is pretty ********, and this should be fixed so they only shoot criminals.

In my experience, can flipping is about ganking, not about 1v1's. I'm fairly certain they are working on a 1v1 mechanic to replace can flipping.

As long as CCP doesn't prevent you from doing something immoral, who cares about the morality of an action? It still sounds like suspect actions will be in the hands of players to punish.

These changes are to make the server run smoother and simplify the crimewatch system (which is bloated, and awkward, and difficult to work around). Furthermore, the global flagging system is setup purposely to put enforcement in the hands of players... it's just extending the playerbase that can enforce it from a single player or corp to all players.