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I think *some* consequences for doing it would be good, just so that it's more of a trade off to steal. I think that even if you aren't caught, everything you steal from a station should decrease your reputation a little bit at the end of the round. After all, the locals will certainly notice everything disappearing after your sub leaves, and word will get around. You can pillage factions you don't care about, but if you want to maintain good relations you will need to make sure to treat friendly stations well. I think this will help Captains convince their crew to not steal, and take breaking the law more seriously if it's will a faction designated as friendly.
A roleplay-friendly solution rather than lazily nerfing stuff, outpost items or selling prices into the ground and whatnot, would be introduction of a morale&reputation system, introduction of pirate system e.g. Dynamic Europa, Pirates Ahoy! except expanded ten-fold since we're talking game developers not independent modders resources-wise and wage-wise, who aren't charging a penny for the mods.
For example, if you're staying for far too long in an outpost, occupying a docking port, delaying traffic, risking a fine, or there's a report(s) of items missing during your stay, if you don't leave, to suffer suspicion and low to extreme reputation loss/hostility gain if repeat offender, each individual player/bot on the station is asked or demanded to submit to a personal search depending on the extent&value of theft, escalating into submarine scan (requires active sonar AND reactor to be offline, which scrambles scanning, active sonar most), and eventually, if there's no cooperation from the bot(search requests go to the player via message, options e.g. submit, (try to) talk out of it, run or fight with a small damage buff/player crew, there's just a squad of guards descending into the submarine to do a thorough search, going into each container, depending on your reputation, rumours, throwing items searched on the floor sometimes/more, escalating suspicion progress, etc.
The game has changed a lot since I last played, but I used to always filch the diving suits to break down into materials, and weapons from military outposts.
I just hope any punishments or whatever we get in the future aren't too soul destroying, like there being a 5 minute timer once the first item gets stolen to leave or the whole outpost turns hostile or something, or you just lose a huge chunk of reputation. It's up to the players to steal or not, don't want the game trying to force the player not to steal or something.
It's also kinda funny when you tell your friends not to steal and then the next round starts and there's a crate filled with all the stuff they nicked from lockers, including all the oxygen tanks from the diving lockers...but maybe that's just me. The Captain has lost control of his ship and now the clowns are running the circus!
I could deal with there being a fine so long as it wasn't applied automatically, maybe at a % chance basis or just dependant on being caught + how long you hang around a station for. Make it so it doesn't just appear instantly and dock you credits or reputation, but make it happen later on when you next dock with that faction. Imagine that, you go to talk to the outpost mayor and they recognise you in dialogue and ask you to pay a fine, accept a mission without pay, or take a reputation hit. Maybe this will be a way to "burn" some goodwill with a faction, using your reputation to get away with something, if you have a really high reputation, I dunno.
Reputation was a bit of a mess when I last played. I remember times when me and the crew completely ♥♥♥♥♥♥ up an outpost, one time we deconstructed all of the diving suits and then flooded the entire station and caused everyone to get crushed by water pressure, and when we left the place we didn't lose any reputation, and then other times we get caught putting stolen goods in a deconstructor or taking some morphine out of the trash can and when we leave it's like -44 reputation, lol.
Really looking forward to the faction and reputation overhaul, anyway.
Not the easiest thing to balance in a game like this, but, I am sure there are ways improvements could be made.
It would be nice if a very basic supply/demand system was added to the game, where places like research or military stations would have practically no raw resources available but you could sell ore for a few times its base value. The same with other outposts, they would pay a lot more for things they don't have.
Have the game keep track of the things that were stolen.
A lack of tools could result in rising repair/upgrade fees - or maybe even complete lack thereof.
Stolen medical supplies means more expensive/no healing offered. Possibly along with fewer/no additional crew to hire.
Or flip it around - steal and hoard supplies from one station and offer them to another to get discounts and better relations. Maybe even extort them with absurd prices and gamble on actually putting that money to good use in another biome?
I'm sure this sort of thing could be implemented by the devs in the game, most will just be some security logic and behaviours, perhaps with different types of guard (not necessarily visibly different from the others). For really bad or repeat behaviour, perhaps the next station will have beefier or more guards that will watch you more closely everywhere you go on the station, assuming it's controlled by the same faction.
Agree - stealing is WAY overpowered.
Almost EVERY multiplayer game at the beginning involves everyone stealing everything and luring security into airlocks to drow.
Totally OP
There are some nice suggestions here - but I think it can be simpler than this.
There should be a percentage of stuff stolen and people killed, that if you exceed it, whether you are detected or on your sub or not, you are instantly regarded as hostile.
Think about it.
If stuff goes missing, even if you didnt see it happen - suspicion is raised.
If people go missing, even if nobody saw them go missing - suspicion is raised.
If the station tracked amount of stuff stolen/people killed, regardless of detection - it would create a *suspicion threshold* that would allow you to steal some stuff, kill some people, but only to a point.
And you can change the threshold per station level (outpost - med threshold, security - really low threshold, research & mining - high threshold, city - med/high, outlaw - NO threshold).
I think this would be the most balanced way.
They hear reports from other outposts about submarines that were docked there and incidents that occurred while the submarine was there, and if they hear something bad happened they have a 95% chance of deciding it isn't worth the bother of communicating with words and just use maximum force -- i.e., you dock, and immediately on your sub loading, you aren't placed in the lobby of the outpost like you are at a friendly outpost, you're placed at your station on your sub, but then the outpost guns come alive, while explosives are dropped into your ship from the top hatch and the station immediately seals it's end. That sort of thing. Also, just like dealing with players, it could be a case of mistaken identity ~75% of the time because the NPCs misread or misunderstood what actually happened. It'd be great and would bring the fun of multiplayer to singleplayer games.
You could probably just set it all up with a few easy scripts. It wouldn't take many games being tanked from the danger of being perceived as a threat for stealing behavior to be self-remedied, and the instanced where games are ended because the players are mistaken for criminals would just keep the fear alive in them and reinforce continued good behavior, no?
Really making a mountain out of a molehill imo.