I like the cool down timer requiring you be logged in as well. There are supposed to be consequences for the criminal life lawful systems, we have them. I do want them to add consequences for the bounty hunter life in inhabited anarchies.
It doesn't make any sense though. You're advocating for real life consequences for in game "crime." It's not counted as two hours in-game which is actually 10 minutes or whatever, it's two hours real time, forcing a player to remain logged in. Effectively it is a punishment similar to a ban or a kick under a shallow guise of "gameplay" - with no way to shorten the timer or the ability to play something else to wait it out, for a gameplay system designed from the ground up to supposedly be a viable method of gameplay. Just a reminder, I am talking strictly PVE, by the way. Other games with a crime system handle it in a much more effective manner. In some, you take a hit to some stat like a reputation that you can decide whether to work on restoring now or later, or the consequences of your crime are exceptionally short (Such as a few minutes) with a lot of difficulty in the meantime.
My issue with the current system is that it drags on and on, with very little consequences other than pure annoyance. I am a clean player 95% of the time, the other 5% of the time when I do get a bounty against me, what does that really mean? How inconvenient, I guess i'll just use one of the other hundreds, possible thousands of stations in the inhabited galaxy.
Once you're in supercruise, you are untouchable. Even if some kind of system authority tries to interdict you (They never do by the way) you can just evade it. I've never lost to an NPC interdiction once I learned how the minigame worked way back when I started, even in some of the slowest turning ships like a cutter.
Wouldn't it be more fun if notoriety was like - 5 - 10 minutes instead, and if you're wanted in the system the local authority actually puts some effort in? As it stands, it really is just a station ban you wait out in real time logged in, only to pay some miniscule fine that the average late game player has wedged between the cushions of their fleet carrier's sofa.
Picture this:
"Become a bloodthirsty pirate, who lets none who stand in their way live. You live dangerously, and have been largely exiled from civilized space. Entering a system with even a shred of respect for law and order is like an interdiction minefield, authority vessels gnashing their teeth at the thought of finally taking you down."
"Or become a stealthy assassin. Maybe you're the hidden knife of the power you're loyal to, maybe you're just in it for a paycheck. All you know is you kill quickly and cleanly. By the time the authorities show up, there's nothing but a body or a field of debris. You're quick in, quick out, and any authority figure would greet you like any other law abiding citizen."
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That's fun, that's a fun idea of illegal gameplay loops to me. Harsh responses to crimes with short to no notoriety once you're ready to move onto another role and return to clean status. If you survive the trip to an interstellar factor then yeah you get to wrap things up neatly. And some way of being able to do illegal actions without instantly gaining bounties if there are no witnesses or you escape quickly enough would be a great reward for playing well. Do you really not get sick of the omniscient crime system that marks you as wanted if you manage to kill some poor sap on their own, in space, where nobody can hear them scream? It would make sense if system authority showed up to find you and the destroyed ship, but no, you just get a crime stat.
Being wanted is not fun, there is no incentive to do it right now. I would argue purple missions don't get picked up as often leading to straight up neglected mission types. The punishment for wanting to be lawless in a game that is supposed to be all about the wild west of space disincentivizes committing crimes so heavily that it quickly leads players who want to enjoy all areas of the galaxy unimpeded to live a life of respect to the law, except when the game bugs out and inevitably gives you a bounty or fine for some asinine reason such as updating a legal mission to take you to a location where the mission is now illegal.
tl;dr make the consequences of crime actually in game. Not an arbitrary timer, make clashes between criminal players and system authorities fast and brutal, with way more interdiction attempts and other such things, but if you can make it to an IF you can clear your name quickly without having to sit and wait. These NPCs do not have feelings, and trying to pretend they do with a punishment system that treats NPCs like you just killed a player, effectively giving you a realtime ban from some areas of the game, INHIBITS roleplay opportunities, as most people won't bother to deal with being a criminal. It doesn't pay more, it causes inconvenience and annoyance but is otherwise not difficult, and there's no way to utilize stealth or avoid punishment if you get out before someone sees you.