' Wrote:Too much effort, and too time consuming.
I reckon the 10% (or whatever % you want) of monetary loss is probably a better solution.
I think you can't take a percentage value from everybody.
Level 31 may have not that much lost (I know, it's still 10% in this example), but think of a wealthier smuggler who may loose 100 million credits! Sure, this would increase the cash flow for the House, but they don't have a budget to worry about:D
' Wrote:I think you can't take a percentage value from everybody.
Level 31 may have not that much lost (I know, it's still 10% in this example), but think of a wealthier smuggler who may loose 100 million credits! Sure, this would increase the cash flow for the House, but they don't have a budget to worry about:D
Then have a % based that maxs out? or just have it done by level... up to 5 mil? anything over that i thnk is wrong, and yes i am anti piracy over 5mil, as with fines over 5mil, so just max it at 5 mil...
hence...
31-40 100k
41-60 1mil
61-70 2mil
71-80 3 mil
81-99 5 mil
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Generally, thinking on to improve gameplay falls down with incredibly numerous amount of dummies flying around, attempting to exploit everything to gain personal advantage over general fun.
Take a look at the "tractor beam" discussion. The cop could use a modified CD that would "freeze" both the smuggler and his own ship, so he has to call in another cop. Neither ship could move or use their weapons until the smuggler paid the fine, or one of the ships is destroyed by another player. I think this would be pretty balanced, if the technology were only available to House police and pirate freighters, and I'm pretty sure all the necessary files are already in vanilla freelancer, such as turning off weapons when you go into cruise mode.
Something needs to be done so that a player cant just run away instead of RPing. Anyway, check the other discussion, these two threads have a lot in common.
Unfortunately abuse is a problem with your proposal Vista. I like that you're trying to balance out the police vs pirate imbalance though.
Cannon has done us a huge boost by adding the /net and /showscan commands. This actually made it so that you can ambush known smugglers and you basically get the jump on them. So far, I think it, and house laws/fines, have balanced the benefits of being a pirate vs being a police pretty well.
I think the most optimal solution would be one that would have these results;
Be an effective and fair punishment regarding the crime
Would allow the Navy/Police to flex their power and actually have a new responsibility
Would not discourage the act of smuggling
Would be reflective of the seriousness of the cargo (AKA case-by-case basis)
Is fun, effective and punctuating; even the Smuggler will be cool with it
Can be seen as very basic or very complicated depending on the range of interest and understandability
Proportional, measurable, realistic and comparative when placed against all the different houses
Although, all of that is pretty obvious and really doesn't need to be stated, I mean, there are some solutions that were posted here that don't quite meet those standards! Of course, such working ideas like this are hard to come by.
Such a fining system would be extremely abusable, and any system that could make it more balanced would be an utter pain to implement.
I also want to point out something regarding your suggestion, earlier, that the fine would be paid on the destruction of the offending ship, if he does not pay. Well what if he gets away, but is then killed later? I doubt you could "shut off" the fine after leaving the proximity of the fining ship, without some painfully difficult coding. In that case, the random death of a pirate could cost said pirate millions and millions in unpaid fines, even if they've already been successfully evaded.