I want to proffer the following as an official proposal on a change in the way PvP works in Star Sonata.
I'll preface this with saying that over the years, we've learned that simpler is better in terms of PvP, because no matter what system we use, people will exploit it as much as possible in whatever way possible. So simplicity is key.
Second, we have to have PvP because we have limited real estate, and players must be allowed to fight over it. We want to have PvP, because PvP is interesting and can lead to a compelling game. Also, I believe that a game that encourages and involves PvP is more scalable than a purely PvE game.
The problems with our current PvP system are that, in practice, we tend to get a lot of asymmetric PvP. We get one person attacking another person who doesn't want to PvP. That person just wants to be left alone to do his thing. This is what I call "bad PvP" or borderline griefing. It can be OK in certain games where this is expected, but in SS, players tend to spend most of their time doing other things, and getting ganked tends to be a rare and unpleasant experience. The other problem is that because of the way stasis works, once someone has killed you, they can camp your ship forever, or just simply follow you around, preventing you from playing the game at all.
So onto the proposal:
1) Split the game between PvP, non-PvP (PvE), and hybrid layers. Keeping our current universe layers, they would work like this:
Nexus: not-buildable, no PvP allowed
Celestial Garden: buildable, not ownable, PvP allowed (number of gals increased)
Earthforce Layer: not-buildable, no PvP allowed (number of gals and max DF increased)
Wild Space: buildable, ownable, PvP allowed (number of gals increased)
Perilous Space, not-buildable, PvP allowed
The reasoning behind this is that players who just want to do PvE content and "be left alone" can go to Earthforce Layer and be free from PvP. Earthforce layer would go all the way up to DF 300, so there would still be some high-end DG's.
If a PvE oriented player wants to do the highest end-game content in Perilous Space, he will have to risk PvP, but he'll also know that going in, and will have a choice to stay in EF layer if he doesn't have a group or doesn't feel like dealing with PvP at the time.
Players who venture into the buildable layers of Celestial Garden and Wild Space will have to do so knowing they are risking PvP. But that makes sense, since they are going there to build or make colonies, and are probably on a team, so they can get help from their team if they run into problems.
Since players will have the choice to stay in PvE space, we will eliminate all rules about griefing, and there will be pretty much an "anything goes" attitude towards PvP by the admin team (exploiting of bugs excluded, obviously.) The idea is that since there is a split between PvP and PvE space, you enter PvP space at your own risk.
2) When you or your slave gets killed in PvP, your ship or your slave gets instantly and automatically towed to the nearest towing station, potentially for free. All towing stations will be located in non-PvP space, and we will increase the amount of them. This is to eliminate "corpse camping", and anyone who goes back into PvP space after getting killed does so at their own risk. It's on them if they get killed repeatedly. Possibly we would also add an option for your spirit to teleport to the nearest towing station as well, and possibly we could make a team HQ act as a towing station for team members.
I believe that with this framework in place, where PvP is essentially an optional part of the game (though a huge part), we would feel more comfortable going forward with things such as an enhanced glory system, PvP rewards, special battlezones that spawn good stuff periodically for players to fight over, etc. And I also think that this system would mostly eliminate asymmetrical PvP but leave in place a framework for a more consensual style of PvP -- especially in Perilous Space. It just has to be known going in there, that the place is perilous, and other players are more perilous than AI's.
The other possible change to the PvP system we were talking about was something based on PvP flags or temporary protection after you get killed or something based on relative glory ranks, but honestly, I think all of this still allows for way too many exploits and asymmetrical PvP, and the simpler system I outlined above is far superior.
With a (hopefully) huge influx of new players coming in the near future, this is something I really think we need to get sorted out now rather than later.
TL;DR: 1) universe split up by layer into PvP and PvE zones, and 2) when you get killed by PvP, your stasised ship gets teleported to a towing station in PvE space for free.
Edit:
Quote:
I guess if we made the towing optional, that would be less of a departure from the current system, so maybe better that way. Someone suggested in chat that the towing shouldn't be when you get killed, but when you attempt to get back into your ship a dialog pops up with whether or not you want a tow. The advantage of this is that you don't have to leave a "yes/no" dialog open while you decide if you want to tow. You can watch the battle play out and direct your slaves, and then when you've decided, you can hop in and tow or not. The other thing I was thinking along these lines was with slaves, we can have two options for them when they get back into yellow stasis, which would be "leave stasis" and "leave stasis and tow".
I'm not sure if we want to offer the choice to tow to a player not killed in PvP. I suppose for consistency we should, but maybe if you weren't killed in PvP, you should have to pay money, but that's kind of exploitable if you just get your friend to PK you for a free tow.
Also, if you've taken some damage from a player and some from an AI, that would still count as dying in PvP.
I agree that the idea that people can escape to safe space is a troubling one. What would people think if anyone who PvP's is not allowed into non-PvP space or instances for 5 minutes (or some other duration)? Yes, in the long run, you could ninja someone today and hide in PvE space tomorrow, but if people are after you, that's still a huge portion of the game that will be quite treacherous or unpassable to KOS people.