Bounties give me bounties :facepalm:

It's a bit aggravating when I take a legal mission to kill someone:
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And when I do so I get a bounty:
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The illegal missions pay much more, I may as well take those if I'm going to have the hassle of a bounty!!!
 
Install killing scanners and use them after switching on, then start the fight (Fighter first give the command to attack, after scanning with the killer ) .
 
This was an on-foot mission. It's a bit hard to scan someone while they are shooting at you so no, I did not scan them. I hardly ever scan on-foot targets. I suppose I got the bounty because this person was out in the wilderness instead of at their (usually anarchy) settlement.

Still: I'm scanning for a bounty right? And I was there because they had a bounty. A passive scan gave me their name. It's a bit ridiculous to have to scan them again!
 
Without the bounty scan, its no different from an illegal assassination - you're just doing a hit on someone. With settlement NPCs the scan is the only indication they're wanted, unlike in space where the behaviour can make it very obvious. Basically the bounty and notoriety is a penalty for just straight up killing people in lawful areas.

If you're 1Mm away from an anarchy settlement or installation, laws apply if the system owner is non-anarchy and they don't like you shooting people without due cause.
 
Is there meant to be an issue here?

Mission said kill person from Andromeda Corporation, likely inside an Andromeda Corporation base... funnily enough, Andromeda Corporation took exception to that?

Is that not meant to work like that?
Well, Andromeda corp. will still take exception and people will shoot you for killing one of their people. They can't put a bounty on your head for it though when all you're doing is putting down known criminal scum- that's the issue.
 
Well, Andromeda corp. will still take exception and people will shoot you for killing one of their people. They can't put a bounty on your head for it though when all you're doing is putting down known criminal scum- that's the issue.
No, I don't see any issue.

Andromeda Corp has jurisdiction here. If they're wanted, they're wanted elsewhere, not here, where they're clean.
 
No, I don't see any issue.

Andromeda Corp has jurisdiction here. If they're wanted, they're wanted elsewhere, not here, where they're clean.
I think the underlying issue is that the mission is marked as lawful. The distinction between lawful/unlawful missions help players decide if they wanna risk dealing with a bounty/fine/notoriety for doing a mission.
 
This is one of the many things which make me belive odessy was designed with a roulette wheel with options of
1)make it consistent with elite gameplay
2)make it according to fps logic
3)use irl logic
4)WILDCARD

Cause in space you can shoot a wanted azimuth ship WILST in view of a azimuth police and no one bats an eye.

But design elements INSIDE odessy not even lining up with other odessy elements.

If you are in mcdonalds and a police officer walks in to arrest your coworker cause they shot and killed a burgerking employee... would you instantly pull a gun and start shooting that officer?!
((Not a good example I know cause international and local laws etc.))
 
I think the underlying issue is that the mission is marked as lawful. The distinction between lawful/unlawful missions help players decide if they wanna risk dealing with a bounty/fine/notoriety for doing a mission.
That's the thing, if you scan an NPC with the handheld scanner thing you don't get a bounty if they come up wanted. FDev decided we need to use that instead of just looking at people as we do with ships on that one. The assassination target should have had a bounty from someone if it was a legal mission.
 
That's the thing, if you scan an NPC with the handheld scanner thing you don't get a bounty if they come up wanted. FDev decided we need to use that instead of just looking at people as we do with ships on that one. The assassination target should have had a bounty from someone if it was a legal mission.
In my experience in odessy, if you scan someone at a settlement and it reveals they have a bounty...
EVERYONE pulls a gun ans starts shooting and the settlement alarms go off.

Which means any and all activities on foot should be treated as illegal missions.

ALL OF IT.

Don't even bother doing on foot ANYTHING if your a law abiding citizen of insert preferred superpower
 
In my experience in odessy, if you scan someone at a settlement and it reveals they have a bounty...
EVERYONE pulls a gun ans starts shooting and the settlement alarms go off.

Which means any and all activities on foot should be treated as illegal missions.

ALL OF IT.

Don't even bother doing on foot ANYTHING if your a law abiding citizen of insert preferred superpower
Don't get spotted doing it then.

You've 2 choices- quick and easy gunning down of everyone or being tactical about it and taking a bit longer.
 
Don't get spotted doing it then.

You've 2 choices- quick and easy gunning down of everyone or being tactical about it and taking a bit longer.
I already noticed this.
Elite has created the usual RPG trope with on foot content that "stealth is OP"
but taken it so far in that the only real way to play on foot content IS STEALTH.
Every time I've disabled the alarm and taken things calm I've had loot. collected bounties. and had a fun time!
But the second the alarm goes off before I can disable them...
Wanted. All npc lose their bounties. all loot despawns...
 
That's the thing, if you scan an NPC with the handheld scanner thing you don't get a bounty if they come up wanted. FDev decided we need to use that instead of just looking at people as we do with ships on that one. The assassination target should have had a bounty from someone if it was a legal mission.

They did have a bounty. I was sent to execute that bounty, that's what the mission was. This is why it's dumb that I need to verify that they have a bounty - I AM EXECUTING IT!
 
I already noticed this.
Elite has created the usual RPG trope with on foot content that "stealth is OP"
but taken it so far in that the only real way to play on foot content IS STEALTH.
Every time I've disabled the alarm and taken things calm I've had loot. collected bounties. and had a fun time!
But the second the alarm goes off before I can disable them...
Wanted. All npc lose their bounties. all loot despawns...

To be clear I had to assassinate this person in a legal kill order. They "fled the settlement" and I found them on a planet somewhere alone, and killed them there. Nobody was there to see me do it but I still got a WANTED status and had to go to jail :)
 
I don't want to be the guy to fixate on semantics, but the mission says "professional takedown" and not "collect bounty". You're executing a hit. I don't remember completely because it's been a while since I did on-foot assassinations, but I think you'd have gotten the bounty either way, if the target ran away or not, because it was to take place in the target's faction's jurisdiction...? If your target faction is a non-anarchy one, be prepared to get bounties, but not notoriety. I think that is the crucial difference.

As for "nobody saw it": Yes. Yes, they did. Your suit is a snitch. That's what you get from AI on connected household appliances.
 
They did have a bounty. I was sent to execute that bounty, that's what the mission was. This is why it's dumb that I need to verify that they have a bounty - I AM EXECUTING IT!
They're wanted in the jurisdiction that issued the mission.

They're not wanted on their home turf.

Explicitly, bounties are not globally recognised things.
 
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This was an on-foot mission. It's a bit hard to scan someone while they are shooting at you so no, I did not scan them. I hardly ever scan on-foot targets. I suppose I got the bounty because this person was out in the wilderness instead of at their (usually anarchy) settlement.

Still: I'm scanning for a bounty right? And I was there because they had a bounty. A passive scan gave me their name. It's a bit ridiculous to have to scan them again!

Scanning them doesn't help, that's just misinformation. Even if they were a criminal target when you took the mission, once they flee, they become a normal NPC with no bounty and when you kill them...

At no point in EDO that I know of do you need to scan any target to kill them to avoid a bounty. You either avoid a bounty because the location allows it (anarchy settlement) or you do not.

I'm assuming you took the mission because it wasn't a purple "illegal" (the meaning of which is pretty flexible in EDO) take down. My experience with this mission type is you can usually rely on this to be true for assassinations (with a caveat I'll cover later, but I think you already worked this one out). If the target is a criminal organisation, then you can visit their settlement and do whatever you like without getting any bounty.

The caveat to that is when the target flees. The body they flee to may not be owned by an anarchy faction (it usually isn't) and so when you kill that pirate, you will get a bounty. I think you have already realised this and I think this is the reason you got the bounty. It is, for me, one of the more annoying parts of EDO missions. I don't take these unless I really need the materials rewarded for them. The odds of it turning illegal are too high. I think that they should remain a legal kill irrespective of where they go. And the reason for that is they should have a bounty (this being a mission to kill a criminal). I think it's an oversight FD never got around to fixing, personally. In no way doing these missions in a ship can you ever get a bounty for executing the mission, regardless of the location you kill them. I think FD added this "wrinkle" to this mission type and just neglected to even notice that it could result in this happening, because it's just not consistent with the rest of the game (nor is it particularly good for game play in my opinion)>

As I said, legality and EDO missions is a straight-up minefield.
 
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