Over the last month or so of Pyro being in the majority of players hands there's been a outcry over PvP vs PvE mechanics. People saying "murder hobos" and PvPers alike will ruin the game. I genuinely believe that these people are correct that in the current iteration, the system is too forgiving to the aggressor. I don't believe the solution is dividing the community, instead lets give the outlaws and criminals exactly what they're asking for. As a PvPer myself and an advocate for keeping PvP open I believe there is a better solution to what we have now. If you attack other players regardless of location, crime stat, or reputation you should be signing up to play the game on hard mode. 1.) Creating Player Agency in the The Factions of Pyro First of all the outpost of Pyro factions should be a lot more hostile to enemy combatants. Turrets should be shooting players with negative rep from the second they're detected not after they've shot someone (this only seems to be the case when you have a level +2 HH missions and not 100% of the time). If you wanted to take it a step farther? Make ALL outpost extremely hostile by default unless you have a friendly mission to the outpost, only when you achieve positive rep (should only take a few from neutral rep) are you granted permission to land without a mission. A step even further than that? Make a few of the stations in Pryo dedicated to certain factions. Head Hunters, Citizen's for Prosperity, Xeno, Slicers whoever. When you reach a faction level deemed worthy you can get access to the QT location and know that the people landing at the station are friendly. Give those stations discounts for fuel, and cool armor you can get with the faction colors. While there is "murder hoboing" and PvP lot at location in Pyro, I believe a lot of random PvP starts because someone sees a simple red target. This is why we need faction identification. If I'm at Shepard's Rest doing Head Hunter missions and someone goes red, there's a chance they are doing Head Hunter faction missions as well. Lets use those ties to create faction comradery. When entering a owned faction outpost instead of the "eyeball" signally you're in comms, there should be a faction icon showing who owns it. While in these faction areas, if target someone with positive CFP, Headhunter, or other rep in a 50KM bubble the outpost there should be a symbol identifying the ship as "Yes that's a CFP, they should be on my side here" or "That's a Head Hunter, I should be careful/get out asap" if you're in CFP territory and shoot a positive CFP you should lose rep with CFP and snowball the more people you kill in a certain amount of time. Similarly if you are CFP and you kill a HH in CFP territory your rep should go up a good chunk! If you kill a CFP in CFP territory as a Head Hunter you only get negative CFP not positive HH. You only have positive rep change by attacking/defending in your assigned territory. This would at a minimum create more player agency and actually bring meaning to combat at these locations. Finally outpost under attack by enemy factions should spawn "Defend SPK" style missions where friendly faction members are called to the scene and paid with aUEC and rep accordingly. The mission should only spawn when a friendly CFP member is killed in CFP territory or HH in HH territory. Members of the opposing faction should lose rep upon death. If Shepard's is under attack by a crew of 10 in a Polaris there should be "10 hostiles at Shepard's Need backup!" So players can gage how they should react if they're at Pyro V, if it was "1 Hostile" you might not think the trip to help defend is worth it. 2.) Consequences of "Murder Hoboing" In Stanton First off PvP bounty hunting is currently broken so that is giving criminals a huge advantage currently. Outside of this most people who end up with a CS/in prison accidentally shot a guard in a bunker mission. There should honestly be less punishment for accidental shot guards (such as the guard can be medpened and the crime forgiven), or maybe someone farming Von missions endlessly with a CS5 and that's fine too. Serve your sentence. However there should be special consequences for those who go out of there way to murder other players over and over again in comms in Stanton (excluding bounty hunters since they are signing up for PvP when they accept the mission). Some sort of punishment that only affects killing of other players. Lets call it a CS6 as placeholder that maybe you get after killing maybe 5 players in comms with a CS. There should be NO cap for prison time for murdering other players once you're at CS6. Escaping isn't hard, and should create a logistical challenge for people who endlessly kill people. Clearing CS can be a bit of a hassle, but should make a worthy challenge for players claiming to be PvPer's. Similarly if your bounty should go up by X amount per player kill once you reach CS6. If it takes you a month to earn a bounty of 1MaUEC and you have the whole system after you then you're getting exactly what you signed up for. If prison time is adequate, and you only get lets say 1KaUEC per kill (with making a hour cooldown per player killed) it would not even be "cheese" worthy since you could make more money doing anything else. Killing 100 players SHOULD be treated differently than farming Von missions. PvPer's like this have access to a entire system to avoid consequence of jail! As long as being in Pyro and having spawn set in Pyro = You spawn in Pyro even if you have a CS in Stanton. If you're in Stanton and have a CS you always either spawn in Prison or Grim. Attacking stations in Stanton or Pyro should result in the station either making you pay double/triple prices or refuse you service all together even AFTER your CS is cleared. Doing ECN alerts in the area should help you slowing gain your rep back. Heck even the worst of the worst should slowly be denied access to everywhere lawful in Stanton if you're murdering over and over again. Along those lines I think it would be cool/balanced if there were certain outpost marked with maybe a Nine Tails symbol on there main building symbolizing "Yeah we refuel criminals here but it will cost you" maybe double or triple the usual price. 3. NPC Response I do realize that in there current state NPC's are not exactly scary at times, but in 4.0 turrets are pretty accurate on ships like the NPC Hammer Head. If a CFP outpost is under attack by hostile players attacking CFP players, the game should deploy CFP hammer heads or some heavy ships to defend themselves. It doesn't have to be a UEE level response, just enough to help against hostile players in the area. I think the key here is these response mechanics are only triggered if a player is shot, not if someone gets in and gets out without being spotted or murdering someone else. 4.) Fixing Multi-Crew Right now there isn't a single multicrew ship that's worth getting in over a fighter. Turrets don't just need a buff, they need to be more fun as well. The days of the solo F7A mkII and solo firebird taking on Multicrew ships has got to come to a close. I'm not saying a F7A shouldn't be able to kill a solo Hammer Head (it should), I'm saying it's ridiculous it can happen even when the ship is fully crewed. Pilots and turrets IMO should not have the same weapons, and the balance of fun/effectiveness in turrets MUST go up. For example a 2 man hurricane/Scorp will always lose against an F7A mkII with equal skill. Or something like the A2 co-pilot should be able to control the A2 bombs like a helldiver drop pod. Both add fun/effectiveness to the mulit-crew in that ship. Or a seat to control the PDS in real time (maybe less effective than having it AI controlled but you could make it take a little less power and a good PDS controller should have potential to be more effective). I know some of this this sounds off topic, but adding mechanics that make multicrew fun will bring the balance of lawful players up since in response to "There's a few fighters holding down shepherds" turns into "Heck yeah lets crew up, I'll jump out of my fighter". Especially if it's just 1 or 2 people murdering everyone that drops into an outpost. I really have no problem with a crewed criminal Polaris causing havoc if the outpost response is right. TLDR: If you choose to attack random players, don't be surprised if SC becomes a logistical challenge. In my opinion in game solutions should always be the way to settle these things, and real PvP's will openly support/accept the extra challenge that comes along with PvP. If you happen to be a PvPer reading this and don't like a challenge/consequences? Hire an escort like you've been telling traders for years :wink: Thanks for reading o7