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random system sec lvl

Author
Joe Risalo
State War Academy
Caldari State
#21 - 2016-01-08 19:18:38 UTC
Gadget Helmsdottir wrote:
Ya lost me for a bit, Reaver.

From a Socio-economic stand point, Donn's point makes perfect sense. High crime rates occur where police action is slow. If one wants to have the cops show up super quickly for some reason or another, then one needs to live in a "crime free' well-to-do area.

I'm not going to go into chicken-or-egg thinking, but there is a correlation between the two.

I prefer the static status that we have now. However, if there were to be a shifting status used, then I could see more conflict causing a drop in security status and vice-versa. A place becoming lawless vs. gentrification.

On the other hand, we know that CONCORD is more concerned (well paid?) to keep the status quo.

--Gadget


If you want to go literal with it, at a certain point of lawlessness, there would be an escalation of force method used by the police dept...
If that doesn't reduce the crime rate, it would be declared a city/state/federal emergency, to which the military would be sent in and the area would be put on high restrictions and curfews until the area stabilized.

Basically, the less secure a place is, the more likely an intervention is that would bring the security level up by a significant amount.
So, if we want to make dynamic sec levels for systems, we must also have a dynamic NPC response to counteract.
Thus, systems with a high crime rate would eventually become a more secure area than a system with a low crime rate due to police/military response.
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