I don't like forced PvP, most of the time. I very much enjoyed it playing a bounty hunter in Star Wars Galaxies killing jedi.
So it got me thinking about a model that this game will take. PvP is completely opt-in. Battles end in one of several ways:
1- the losing player surrenders to terms both players agree upon, typically a cash exchange
2- the losing player flees
3- the losing player is incapacitated and unable to fight
In the case of #3, the winner gets to loot the loser's ship. Without getting into details on that, this means that the loser will likely be a little mad and either want revenge or want their stuff back. More details missing, but the loser could put a bounty out on the player that won.
But in thinking about this more broadly, what other instances is forced PvP a good thing in a game?
yeah, i don't necessarily believe pvp should be forced. one of the neat things that we've done in AA is to answer optional calls-to-arms, whether these be in defense our our guild's trade route, or we're about to pounce on an opportunity to hunt an enemy vessel. it basically comes down to who is available and who can get there the quickest.
i'm not experienced in any bounty systems, but i do like the idea of it, provided that are some limits set to avoid undue harassment or trolling.
another thought i had regarding pvp, which ties into the idea of every action is meaningful, are faction points. you kill another faction, it raises one, and lowers another. but dig deeper. the actions of many people can raise or lower the points for an entire faction, almost like a tax. you kill faction A, you gain 10pts in favor of faction B and lose 5pts from faction C. Or you lose/gain points based on who you're grouping with or trading with, etc. all of your interactions are judged and taxed accordingly.
all factions lose or gain (based on percentage, scale, etc) based on your losses or gains. i feel like there would be some heavy-duty modeling involved to make a complete system such as this work. and to be successful and well-balanced, it would be a gentle (not SO forced) pvp to give players a reason to fight for a certain faction, to switch factions, or to rally against and overthrow a faction that's risen to the top.
and what if a player gets TOO many point for a faction and that player begins to lose favor with all (or some) factions because he or she is just a terror on the server. hell, send in some AI to hunt down that person. make it more and more difficult for repeat offenders to try and push the envelope of having too many points in one direction.
I like that concept. I agree with the taxes but am also thinking I could tie this into the currency markets.
The main factions are the four that makeup the area in the galaxy where players begin. It's a government alliance divided into four regions, each has their own currency. The currency markets are directly manipulated by players trading in currencies but I could also use the PvP and PvE aspects of faction gain/loss an additional factor in the currency markets.
I'm all for systems where enough "fame" could get you in trouble or at least make you a "player of interest".