The initial change was a good idea and it was not overpowered because you can always leave guilty by visiting the EGS and paying the credits. You also have to prepare the 1 RP that you will lose, if you can’t afford that (e.g. going to zero and losing your fa:supply). Veterans should be laughing about the 1 RP penalty.
It did totally make sense to me. It makes guardian ships a less attractive target, what fits totally into their role. The police is never an attractive target, even for criminals. You have to think twice before you attack a guardian player, but you can still do it if you really want to and can afford it.
I am a guardian and was attacked by two traders at the black hole last weekend. As you know, as guardian I would become guilty and get -10 RP if I kill a trader. Now that is a decent amount compared to -1 RP penalty! I believe they had much ores with them and not the strongest ships. They could have “trolled” me, but I assume they did not because they did not want to lose their ships and fresh ore. I believe they were just afraid or wanted a little funfight. However, I guess I damaged their ships heavily before warping out. I could have set my turrets to attack other turrets only to avoid a player kill (not tested yet if that would work, maybe someone knows) or totally disable them and warp into a PvE zone. So there might be a way of making someone incapable of fighting without killing him. You can always avoid fights by warping out. This is how I try to handle trader aggressions as a guardian player and I think this way of dealing with that is applicable to other origins as well.
For a pirate it’s still very attractive to attack a guardian player, so their role is not disturbed in any way.
If it remains this way I suggest to make a comparison of all origin-unique RP and credit gains from the faction supplies that are mentioned in the guide under “Strengths” for each origin. RP is becoming a more and more central element of the game (e.g. cloak) where guardians have a huge disadvantage. Guardian players would much more easily accept this if there would be another unique advantage for compensation. But now there is no decent one.
At the faction supplies I would have a closer look at gold or credits since they can get converted into RP at the EGS.
Guardian players do not get any gold or credits in their faction supply.
For example traders have a huge passive credit income in their fa:supply, that can be converted into RP. They also gain RP very easily through warping, what leads to a (nearly) passive RP income.
Guardians have their strongest weakness in only gaining RP through hunterboard or pirate player kills. The pirate player kills are the only unique way of gaining RP for this origin. Please compare the investment of time and skills that are necessary to gain these 3 RP with warping your ship, or visiting EGS for example. Also pirates get 3 RP for any(!) player kill. It’s about math to find out that the investment of time is much less than for guardians since there are much more players on the server than pirates.
I see a lot of imbalance here. It is very important to give each origin a way of gaining RP with the same investment of time and skills. Otherwise gaining RP is too time consuming, therefore unsatisfying and not worth to try.
RP becomes even more important with the new cloak feature…
I think there are many ways to adjust RP gains. Guardians could get an RP gain for warping for example, but something totally diffrent might solve the problem as well…