Hi there. I tought about TB traps, and figured, that completely different approach, can remove that problem. But this idea, should work in TB and RT encounters. So here it is:
1. Removed possibility to enter opened fight if you DON'T WANT TO. So how encounter gonna work after that tweak?
Your travelling world map, and server notice your position. If any other players is travelling near square (and some roll is succesful) you two, both, AT THE SAME TIME, are spawned in some area. High perception means, that your relatively closer to the exit grid (you spotted your opponent earlier). Cautious nature can give higher chance to spawn near obstacle (if available). After that first spawn, none is forced to enter that location. So what is changed?
- TB traps removed - every player, who encounter that fight, have given dialog option to avoid (or enter if he is toughboy).
- equal chances for tb/rt pvp action in random encounters, for every player involved.
- you can still be killed by player who enters, so still wasteland is harsh, but you cant be forced into multiple merc trap.
The same way pve encounters gonna worked - after blizzard, you cant be sure who you encountered: player, or critters? But if its f.eg. radscorpions, you have 0% chance to make ambush for players, who doesn't want to fight (but remember, that still anyone can enter at any time, so its almost as risky as it was before, to stay long time in encounters).
You can still enter loaction without any critters, and send distress. Still, anyone can enter that opened location, if he wants to.
PS: so what is the mode of pvp fight? It could be random, if both (or more) players have option 'both modes' active. Or always RT, cause its preferred mode in fonline.