Kaffis Mark V wrote:
There are probably a few things worth mentioning to those with concerns.
First off, Chris Roberts, Rob Irving, and Eric Peterson have all said, multiple times, that along with "insurance" comes "insurance fraud." That is, they absolutely don't condone suicide tactics, and attempting them will be grounds for the revocation of ship insurance. So suicide ganking is, right out of the gate, not condoned from a design and CS perspective. How effective they are at quickly detecting such usage patterns is, of course, yet to be seen. But it's on their radar and not something they want in their game.
This is fantastic news, and I hope they can pull it off, although I predict plenty of griefers claiming to have been "falsely accused" of insurance fraud, no matter how fairly i'ts done.
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Next up is the notion of griefing and ganking in general. While the developers are very supportive of piracy as a career, they want their game to be fun and inclusive, so they've gone out of their way to design towards multiple play styles and keep the player experience on both ends of the encounter in mind. EVE has punitive measures in high-sec space, but the player-driven politics and laissez faire attitude of EVE is such that there's not really that much profit or interest in high-sec space to begin with, making the security measures there not all that relevant. In contrast, Star Citizen will involve a lot more PvE gameplay, a lot of which will take place in well-patrolled UEE space -- space with consequences.
I think that's a little inaccurate - there's a great deal of profit in highsec if you know how to make it. Incursions in highsec are very profitable (albeit not as much as low/null) and base mineral mining, such as Veldspar can be profitable, done in sufficient volume. Ice mining in highsec is also profitable given how important ice is to large alliances. There's also plenty of money to be made with trading via the player economy; the 4 major trade hubs are all highsec.
That said, in a sense you're correct - outside of incursions, most highsec pve is not very profitable in highsec, but it is low risk, so the profit is generally predictable. As for the lack of interest, the large nullsec alliances and lowsec dwellers aren't interested in highsec that much except to whine about highsec dwellers supposedly ruining the game, but there's a large highsec population, just not one with a cohesive voice in the way large nullsec alliances, especially GoonSwarm/**** Coalition have.
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Couple that also with the fact that Star Citizen is a game with a significant NPC presence throughout, and that reputation will be pervasive in your interactions with those NPCs, and it's not just the threat of a UEE task force or UEE-issued bounty making you think about how you treat other players (and NPCs, for that matter).
I hope that this works out without being either too heavy-handed, or too ineffective (or worse, being easily manipulated to work against people the system is trying to protect).
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Furthermore, the focus on piloting and sim-style maneuvering and targetting takes the focus away from leveraging your superior equipment and time investment against those who are easily recognized as lesser than you. Gankers and griefers thrive on stacking the odds to make easy fights against known non-threats, and avoiding fights they're not prepared to win. When player skill is a much bigger factor that cannot be determined ahead of time by game systems and UI, the only way you can stack odds is by massing numbers.
I agree with this completely; I'm sure that changing the nature of the fighting to one more driven by player skill rther than leveraging mechanics, that will at least make the fights more even. In EVE, small fights do tend to rely on player skill to a great degree since paper numbers don't take engagement geometry into account (which is huge) but large fleet battles rapidly fall victim to Lanchester's Laws. Then again, I don't predict battles in Star Citizen involving thousands of ships.
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Speaking of which, the instanced nature of the majority of encounters means that I really don't expect territory acquisition and defense to be a significant part of the game -- if you can't guarantee you'll encounter people at choke points, you can't exercise control over a region. Again, this is likely to make Star Citizen a much less interesting ground to many of the groups that make EVE an unsavory play experience for many gamers. In addition, the matchmaking that will determine who encounters whom can throw wrenches in the ability for ganking players to pick fights where they have clear numerical advantages.
I'm sure that will be true to some degree, although there will certainly always be places that tend to attract players - and gankers. I'm not quite sure what you mean on the matchmaking thing though.
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For these reasons, I think Star Citizen will likely be less a magnet for the griefers of the world than a game like EVE tends to be. There will be some, but it seems as if it will be a less attractive environment for it.
I hope this is the case. For me, the biggest issue I have with griefers isn't that they grief, but rather their sense of entitlement to do so, and desire to remove any element that might give their target a chance of escape or victory.