CrimeSecurity Status is no longer percentage based, but ticks up and down in discrete amounts.
- Performing a criminally flagged act will instantly drop you 1 point of security status
- Performing a suspect flagged act will instantly drop you 0.1 point of security status
Sec should be straightforward and intuitive. Get rid of the four digit decimals, the rounding issues, and the percentages that make it hard to see how much you will get punished for various actions.
PunishmentCONCORD care about criminals. The Faction Police care about people with low Faction standings.
- The speed in which CONCORD responds to a situation is based on the security level of the system AND the security status of the individual performing the crime.
- The Faction Police only shoot enemies to their Faction.
The primary point of locking criminals out of highsec is achieved –and more accurately and efficiently so. Consequences for crimes will directly impact the ability to further commit more crimes.
However, the problems that arise from locking players from high-sec are eliminated. Players can freely visit trade hubs, (though they still bear the risk of being shot by players since they are still perma-flashy) and can freely shoot legal targets in high-sec, such as wartargets. This will open the door on a vast amount of legitimate consensual pvp that is currently being deterred due to risk via NPCs.
Regaining Security StatusThere’s no perfect way to do this, so I settled on solving one key issue:
- Players shouldn’t have to travel to null-sec to pay for crimes committed in low-sec and high-sec.
Furthermore, I think that a player regaining security status is an opportunity for unique, interesting, and fun gameplay. While I’m not explicitly against ‘tags for sec’ or other such notions, I think we can do much more.
Level-less CONCORD agents scattered, in-space, throughout low-sec and high-sec. These agents would offer missions, each of which give a player 0.1 security status.
- The missions would be similar to FW missions in that they pop a public beacon when opened, are relatively easy, and require some traveling
- Agent locations would be prime places for players to ‘camp’ –both other pirates and anti-pirates.
- Players could hunt pirates inside the public missions
- Regaining sec may incur pvp in and of itself, as opposed to mindless grinding in null-sec