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@Steelwing As far as I understand it, non-company individuals aren't the targets of feuds or wars, though they can be collateral damage if they stand too close to a feud or a war. They have to be targeted by other individuals, who are subject to whatever consequences based on the circumstances (is the target flagged, is the attacker using SAD, etc.)

Steelwing |

The way I read that the first time was NBSI was a trespassing law. Now I am not sure. As far as a NPC feud that sounds odd, wrong, I don't know? Now once you form CC it may change things, but your group would still be trespassers on someone elses settlement claimed land. Recruiting... One would need to visit the new bees in the NPC areas or meet them off line from the sound of it. Did I miss anything?
Speaking from an Eve standpoint here
Basically if you come into our territory you will show up on the overview (unless you are cloaked). That overview will also paint you a color depending on the standings set against you as a person, your corporation and your alliance (it is possible for the three to be different though unusual and I am damned if I can remember which overrides which right now)
If you are colored red (enemy) or grey (neutral) on the overview we do not ask questions we just kill you. (the third option you can be is blue or friend). Hence Not Blue Shoot It as one policy and Not Red Don't Shoot as the other security policy.
The speculation is that a settlment will be able to set laws in such a way as to effectively allow for NBSI or NRDS within the hexes it rules.
We are also assuming here that PfO allows you to set standings in much the same way as Eve whereby we can set you as a character to red blue or grey. Your company to red blue or grey. Your settlement members to red blue or grey and your nation members to red blue or grey

Steelwing |

@Steelwing As far as I understand it, non-company individuals aren't the targets of feuds or wars, though they can be collateral damage if they stand too close to a feud or a war. They have to be targeted by other individuals, who are subject to whatever consequences based on the circumstances (is the target flagged, is the attacker using SAD, etc.)
My understanding is if you kill these as collateral damage while killing another group then you will be subject to both alignment and reputation changes.
Example
You are in a feud state with the merchants of bling
You see a group of 5 of them in the woods. You rain fiery death AoE on their heads. However it turns out their were 4 merchants of bling and 1 independant merchant ungrouped with them discussing whether or not to form a group for the the trip to the next settlement that you will take
no alignment or reputation hits for the 4 merchants of bling you killed as you were in a feud with them but take full losses of both alignment and reputation for the independent merchant

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Good point; I'm not sure of that case. I was thinking of the case where the non-aligned character is standing within some distance of a harvesting outpost when the raid or raid+feud happens. In the attack on the outpost, the non-aligned dude is flagged as criminal and is a fair target until he leaves the target area. But I'm not sure if other feuds have such a war zone.

Steelwing |

Good point; I'm not sure of that case. I was thinking of the case where the non-aligned character is standing within some distance of a harvesting outpost when the raid or raid+feud happens. In the attack on the outpost, the non-aligned dude is flagged as criminal and is a fair target until he leaves the target area. But I'm not sure if other feuds have such a war zone.
As I read the blog you are correct the non aligned player needs to move away. Naturally this has an impact however on the vigilante types who want to stop the raid but are not part of the POI company or settlement as they will also be flagged criminal

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I really hope that the NPC settlements have laws against fighting within their borders even if a feud or war exists.
(I'm assuming that 'within their borders' is a fairly restrictive area)
As a feud, war, faction , bounty, assassination or death cures target, the NPC settlements should not be a refuge.
If you can not be hunted down there by your enemies, the NPC guards of the settlement should kill you on sight as a fugitive / trespasser.

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I was not looking for an explanation of NBSI. It was a new one a few weeks back, but anyway I meant that the NBSI would be enforced by a no trespassing law.
That would clears up some other issues as well. The four merchants example. For me I was concerned about a third party attacking during a war sinking the defenders alignment by being on the battle field much the same as that fifth (Non-merchant of bling) merchant.
If the settlement is at war it should be able to close its borders with that no trespassing law. If that is in place for war time then most settlements would keep it full time. They dont have to kill on sight (NBSI) but would have the grounds for it if folks were acting up, getting to close to an outpost, killing NPC, oh or well, robbing teamsters? Why someone would do that? Don't ask me. Maybe that would fall under LE but not Rep?
Not that new people would be wholely trapped in the NPC area but they might get the "Go away now! Or I will taunt you some more" treatment at the gate, if not killed.
The recruitment of new members would be on the settlement folks to go to the NPC areas, more likely out of game. I would expect most army recruiting in this country is done off base.
The original post from yesterday was much better but the boards went down while I was typing it.

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@Vwoom
I agree with you that when in the state of war, everyone not a citizen or known ally of that settlement should be set to "Red" (Shoot at Will).
The settlement manager(s) should have a hot key bind that drops the curtain of Martial Law down, fairly quickly (5 minutes). A general alert is sounded, informing all within the hex that martial law is going into effect, GTFO!
Once the curtain has been dropped, everyone in the hex becomes a free target for everyone that does not see them as "Blue". Should you cross into an at war hex, you immediately get a warning and a timer (30 seconds) to turn around and get out, before you are subject to FFA PvP.
During that 30 seconds you should get a pop up window that gives you four choices:
1. Intent to flee
2. Intent to join the defender
3. Intent to join the attacker
4. Intent to profiteer for own self interests
In the case for the defenders or the attackers, they must agree to accept your choice to join them. Acceptance obviously sets you to "Blue" for that side.
Blue on Blue killing will receive the harshest of reputation and alignment penalties, along with the Heinous Flag.

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Speaking from an Eve standpoint here
Basically if you come into our territory you will show up on the overview (unless you are cloaked). That overview will also paint you a color depending on the standings set against you as a person, your corporation and your alliance (it is possible for the three to be different though unusual and I am damned if I can remember which overrides which right now)
If you are colored red (enemy) or grey (neutral) on the overview we do not ask questions we just kill you. (the third option you can be is blue or friend). Hence Not Blue Shoot It as one policy and Not Red Don't Shoot as the other security policy.
The speculation is that a settlment will be able to set laws in such a way as to effectively allow for NBSI or NRDS within the hexes it rules.
We are also assuming here that PfO allows you to set standings in much the same way as Eve whereby we can set you as a character to red blue or grey. Your company to red blue or grey. Your settlement members to red blue or grey and your nation members to red blue or grey
The color priority of any standing is based on your personal overview settings. You can have the Alliance override the Corporation standings or you can have each characters standings set the color you see.
I would hope PFO follows this. Its a good way to have a company set blue but the settlement set neutral, and still allow the members of your company/settlement see this.
Each company will have to pass on the settings that they want their group to use.
What I used in Eve for priorities were:
Fleet
Corporation
Alliance
Friend (light blue)
Ally (dark blue)
War
Low Security
Enemy
All Else
That way if anyone was in my fleet, I saw that first, then I wanted to see anyone in my corp or alliance, followed by anyone with high standings toward my corp or alliance, and finally any war targets in case I was in high sec... past that you were shot at if possible.
I also removed anyone who was not a target from my overview, but I still could see their color in space or local chat.

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I understand that people are speaking form the perspective of a space sim.
I don't want some overhead radar type system, pop up options on my screen for a, b, or c. This is an RPG the only thing (if any) upon entering a Contestested hex should be a simple warning. Be it an audible cry, or flashing translucent messaged settlemwnt is at war. I don't know how else to say that this is an RPG.
Some hex's will be at war for far more time than just the final attack during the PvP window on Thursday night. I should not have to declare my intentions to pass through a hex.

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The overview was for the people you can see on your screen. You can do more like pick up objects at far distances, but you did not get any information on them.
For instance, you can pick up a ship on scan at distance... but you only have the ship type and the name of the ship (which means nothing). You dont know who it is, nor any other info.