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Faction Police revamp/removal

Author
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#21 - 2015-12-19 10:34:17 UTC
if that means I can engage players with <-2 sec status in 1.0 sec systems (instead of the hard -5 wherever), then sure - get rid of the NPCs.

Faction police could still have a place as "border patrol", intervening only where FW is involved...... but in general, agreed: don't let the NPCs do the player's job.

While we're at it, perhaps it is time to consider automatically adapting sec status (turning pirate choke points into lowsec unless the players take it upon them to actually secure the system).

But yeah. I'll be following the thread ;-)
Mr Mieyli
Doomheim
#22 - 2015-12-19 11:19:57 UTC
FT Diomedes wrote:
Mr Mieyli wrote:
FT Diomedes wrote:
Mr Mieyli wrote:
I can see the merit in the idea but I wonder if this were to go through what effective security highsec would have remaining. Perhaps players could join a "faction police" where a concord dispatcher would alert them to pirates in highsec systems allowing them a chance to do the job faction police do currently.


This alert is called "local chat."


I'd meant so that you could hunt down players several systems away, local chat only extends to the system the pirate is actually in.


On the first day, CCP created locator agents. And gazed upon them. And saw that they would fulfill this purpose.

We don't need some crummy spy-infested, official, player-staffed NPC corporation to act as Faction Police. Let some masochistic role player form his own "Jita's Finest" corporation.


Well, I forgot about locator agents. You're right the tools I was speaking about already exist in game for a player police force if somebody felt like starting one. That was my only concern really that this change would allow -10 pilots free reign to travel highsec undisrupted, but if players can hunt them then that's fine with me.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Paul Pohl
blue media poetry
#23 - 2015-12-19 11:33:04 UTC
Frayn Bantam wrote:

Paul - attacking gate NPCs causes you to lose faction standing, something I'm not sure that many people want to do. Also the people who would probably take advantage of the whole thing would be the type that actually like shooting players (think provibloc-style) as opposed to shooting rocks or NPCs.


You over-look the part where players are attacking players, taking out the NPCs is just a way of making the shooting of players, and the blocking of the gate, more efficient.

And faction standings hardly matter, if you make it a long term project and get enough people involved to farm the NPCs - since the system will effectively become sov - niarja would be perfect, on a pipe, 0.5, only two gates, so an easily controllable number of NPCs... think of all the permits they could sell?

And if they got the operation up and running, I'm sure there would be plenty of annoyed people who will come and fight them, or send mercs... and no doubt if the idea catches on others will come in and fight for 'sov' - you get stations without the need to pay for fuel, and close the trade hubs etc - or they could set up their own operation in a similar system

It will be great... think of all the 'content' it would generate
Eto Hashur
Imperial Academy
Amarr Empire
#24 - 2015-12-19 11:52:17 UTC
Don't want trouble with faction police? Keep a good security status.

Want "more conflict and agression and combat and blabla"? Go to null-sec or low-sec and stay there.

-1
Mr Mieyli
Doomheim
#25 - 2015-12-19 12:59:47 UTC
Eto Hashur wrote:
Don't want trouble with faction police? Keep a good security status.

Want "more conflict and agression and combat and blabla"? Go to null-sec or low-sec and stay there.

-1


Did you even read the quote in the OP? Faction police are having next to no positive effect right now, gankers are easily able to avoid them and in fact the faction police directly encourage the type of suicide ganks that annoy most highsec players. Without them you'd see very little difference in your actual safety (CONCORD and faction navies are unaffected) and you'd have the opportunity to actually go after flashy red players without NPCs stealing the job.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Mag's
Azn Empire
#26 - 2015-12-19 13:06:15 UTC
Brokk Witgenstein wrote:
if that means I can engage players with <-2 sec status in 1.0 sec systems (instead of the hard -5 wherever), then sure - get rid of the NPCs.

Faction police could still have a place as "border patrol", intervening only where FW is involved...... but in general, agreed: don't let the NPCs do the player's job.
I actually like that idea and wouldn't have any problems with it. Nice suggestion Brokk +1.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Kaarous Aldurald
Black Hydra Consortium.
#27 - 2015-12-19 13:09:20 UTC
Facpo does not hinder gankers at all. All facpo does to gankers is force them to use cheap, disposable dps glass cannon ships, which Concord already does.

Facpo hinders player interaction by also forcing everyone else, not just gankers, to fly cheap disposable ships.

Ergo, removing facpo would not buff ganking, but it would allow more player interaction by allowing negative sec status players more feasible options for what ships they can use, and thereby what ships they can risk out in open space.

This is a purely positive change.

+1 from me.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Arya Regnar
Darwins Right Hand
#28 - 2015-12-19 18:23:03 UTC
At the very least facpol should be delayed by 5 seconds from the current response times.

Supported.

EvE-Mail me if you need anything.

Areen Sassel
Dirac Angestun Gesept
#29 - 2015-12-21 21:36:43 UTC  |  Edited by: Areen Sassel
Bumblefck wrote:
OP - this is a bad idea, made worse that it has now been propagated across multiple platforms.


I'm curious to know why you say that. It seems like a fairly sensible idea to me...

ETA: as an addendum, one obvious way to make it easier for players to take over the role of facpo would be for Local to reflect security status - after all, the information is available, just laboriously. Especially if combined with the hardy perennial suggestion of allowing Local to be sorted by interestingness not alphabetically.

(Yeah, I know, Local's magic intel is bad, etc. But as long as you can see everyone in-system, I don't really believe in making it gratuitously hard to find out facts about them...)
Estella Osoka
Cranky Bitches Who PMS
#30 - 2015-12-21 22:38:34 UTC
Kaarous Aldurald wrote:
Facpo does not hinder gankers at all. All facpo does to gankers is force them to use cheap, disposable dps glass cannon ships, which Concord already does.

Facpo hinders player interaction by also forcing everyone else, not just gankers, to fly cheap disposable ships.

Ergo, removing facpo would not buff ganking, but it would allow more player interaction by allowing negative sec status players more feasible options for what ships they can use, and thereby what ships they can risk out in open space.

This is a purely positive change.

+1 from me.


Aww, where on your spaceship pixels did the filthy facpo touch and screw up your gank?

Facpo doesn't hinder crap. There are mechanics in place to get around them. If Gallente FW can operate in Caldari hisec and take out targets. you can too.
Kaarous Aldurald
Black Hydra Consortium.
#31 - 2015-12-22 01:19:02 UTC
Estella Osoka wrote:

Aww, where on your spaceship pixels did the filthy facpo touch and screw up your gank?


They don't. They don't do anything to gankers.

They do, however, hinder anyone else who might otherwise undock in something besides a shuttle or an interceptor. The suggestion is that, by removing facpo, you allow them to undock (and therefore die) in a larger variety of ships.

Vastly increasing the potential for player interaction in highsec.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Frayn Bantam
The Chasers
#32 - 2015-12-28 00:53:57 UTC
Estella Osoka wrote:

Facpo doesn't hinder crap. There are mechanics in place to get around them. If Gallente FW can operate in Caldari hisec and take out targets. you can too.

Gallente FW gets chased by faction navies, not police. Facpo only go after people with -5 sec. And no, before you ask, the majority of players with bad sec are NOT gankers, far from it actually.
Atomeon
Federal Navy Academy
Gallente Federation
#33 - 2015-12-28 01:36:17 UTC
People continues to want all spaces as null sec space. Some of these living in highsec do PVE activities mostly, so have a pvp fit when you do missions or transports is out of a question.

So you want MORE defendless targets to kill ummmm NO!

-10
Sitting Bull Lakota
Poppins and Company
#34 - 2015-12-28 04:03:58 UTC
It seems to me that James315 is the player that the base loves to hate.
I have seen several of his posts transcribed here from either TheMittani or minerbumping and they get the same general reaction from the line players:
"I think James315 is a blowhard, but this is a good idea."
The guy gets EvE.

Frankly, I enjoy reading his stuff.
I forsee a highsec where fleets of reds jump freely between systems taunting the locals to bring their best.
Surely there could be no complaint from the anti-gankers. This would also allow the lowsec goodfighters to venture back into highsec. I don't know how many of them would want to, but it doesn't seem right that what is essentially consensual pvp is punished so harshly by game mechanics.

Make it so number 1.
Sitting Bull Lakota
Poppins and Company
#35 - 2015-12-28 04:05:24 UTC
Atomeon wrote:
People continues to want all spaces as null sec space. Some of these living in highsec do PVE activities mostly, so have a pvp fit when you do missions or transports is out of a question.

So you want MORE defendless targets to kill ummmm NO!

-10

Clearly, you did not read the suggestion.
Estella Osoka
Cranky Bitches Who PMS
#36 - 2015-12-28 15:52:56 UTC
Kaarous Aldurald wrote:
Estella Osoka wrote:

Aww, where on your spaceship pixels did the filthy facpo touch and screw up your gank?


They don't. They don't do anything to gankers.

They do, however, hinder anyone else who might otherwise undock in something besides a shuttle or an interceptor. The suggestion is that, by removing facpo, you allow them to undock (and therefore die) in a larger variety of ships.

Vastly increasing the potential for player interaction in highsec.


So? That is how it should be. Fix your standings, or get an alt to stage the ship you want to use. Or talk to the guys in FW who gank the Jita undock, and find out how they mitigate the faction navy/faction police aggro. There are ways around the faction navy.

Frayn Bantam wrote:
Estella Osoka wrote:

Facpo doesn't hinder crap. There are mechanics in place to get around them. If Gallente FW can operate in Caldari hisec and take out targets. you can too.

Gallente FW gets chased by faction navies, not police. Facpo only go after people with -5 sec. And no, before you ask, the majority of players with bad sec are NOT gankers, far from it actually.


Do you even? Facpo and faction navies are the same.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#37 - 2015-12-28 17:27:05 UTC
The same? That's not how I remember it; so unless CCP changed it somewhere down the line, the Navy hunts opposing factions whereas the police hunts -2 to -5 security status (depending on system sec level).

The major difference being the facpo DOES warpscramble, whereas the navy does not.
Frostys Virpio
State War Academy
Caldari State
#38 - 2015-12-28 17:47:43 UTC
What if you could kill them with no standing loss (seriously, they are trying to kill you after all so you are just defending yourself) and their next spawn for you was just after X amount of time? Let's say 20 mins for example. Ganker would still just do all they can to completely avoid interaction with them right?
Donnachadh
United Allegiance of Undesirables
#39 - 2015-12-28 18:02:19 UTC  |  Edited by: Donnachadh
An alert system was mentioned earlier and that is something we need to look at and adjust instead of just dismissing.
Local and locator agents can and do fill a role in this, but they are lacking in several critical areas as well. Local only gives you information on who is in the system, and you need to have a character name for locators to be of any use.

Police everywhere have the ability to track suspects and wanted persons and that list is updated nearly instantly whenever new information is available. To replicate this in game and to facilitate the use of the current locator agents for hunting these so called "pirates" I suggest a game wide listing of all the characters with low sec status that are located in high sec. To be determined would be how is this list updated and how often, and how much detail should it give on location of the characters. My thoughts would be updates once every minute although that may not be practical from a server stand point and only give the region they were last known to be in. Longer may be suggested but I would reject them since the combined time of this list update and the use of a locator agent would only give a system location for the pirate about once every 5 minutes which would be consistent with what is practical now.

As an alternative we could increase the update rate of the list to once every 5 minutes but give the same information on location as the current locator agents do. This would eliminate server load issues, gives the hunters the same information they have now and still keeps the overall time to about the same level as using the current locator agents.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#40 - 2015-12-28 18:22:54 UTC
Aren't we getting ahead of ourselves? First off we'd need to be able to engage targets in the -5 to -2 security status region, in the appropriate systems. Currently, the popo will annoy those players but other players legally cannot.

I'd rather see those players have an automatic suspect flag -- eg: if I enter Amarr with sec status -2.1, it'd be nice if players could "assist" the popo instead of getting CONCORDED for it.

Better yet, ditch the police and let players handle it.
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