Freelancer.JanB1 wrote: So far I didn't play any space game that had an open world gameplay that DIDN'T have some form of a universal police force.
Flatfingers wrote: 23.01.2017: "Show me the smoldering corpse of Perfectionist Josh"
Flatfingers wrote:I'm also in the camp that feels a universal globo-cop "faction" doesn't really fit the kind of procedural-faction game that LT was described as.
I think it will be fine to let local factions handle their own policing. The simplest version of this: factions that are capable of shipbuilding will allocate some of their military vessels to commercial protection.
You could make it more complicated than that. Sufficiently large factions could gain "government" status, perhaps spanning several star systems, and build police ships, which are different from military ships, to enforce law and order generally rather than only as muscle for protecting commercial activity. I don't think that creates a substantively different gameplay experience, though, just in terms of how NPC piracy (and thus the value of IFF spoofing/disabling as game features) causes NPC protective behaviors to emerge.
As long as a local faction can "decide" that too much of its cargo (or ship fleet) is being lost to piracy, and choose to allocate some of its military ships to commercial defense operations, that seems like a sufficiently practical game design solution to me. IFF spoofing/disabling can happen, but it's held in check where it should be by emergent factional behavior that's plausible for LT.
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