(Idea) Possible Solution to Accidental Shootings - Gaining Bounty

So as we all know, there is a bit of an annoying issue when it comes to accidentally shooting innocent ships when attacking someone else.

It's enough to say "Check your fire" - but sometimes, those zippy fed fighters will fly right in front of you, and do not give you any time to even let go of the trigger.
We all know it's an issue... but how can it be fixed without causing exploits?

Here is my idea... feel free to discuss or add upon, I'm all open ears.

When you attack a clean ship, you gain a 20 minute cooldown period on clean ships, with a warning "CHECK YOUR FIRE".
If you attack any other clean ship again within 20 minutes, then it turns into a bounty (as it stands like it is now).
This includes concurrent attacking. Using weapons such as beam lasers, it would check if your beam laser has attacked for longer than 2-3 seconds, if it does - Bounty Acquired.

If you do not attack another clean ship within that 20 minute period (including the same one) then it is cleared with "Infraction Removed" (or something like that).

With this in mind, you can bounty hunt without worrying too much about attacking another ship... BUT with the long cooldown period, it still encourages players to actually check their fire.
At the moment, like it is, it's a no remorse system. With this new system, it's still very harsh but it counters those zippy fed fighters that are suicidal, and give you no chance to release the trigger.

It also counters possible exploits by pirates, as they will still have to gain bounties to attack other ships. 20 minutes gives a clean ship plenty of time to get away.

Thoughts? Improvements?

Update: StephenB:
It should also be an instant bounty if your first accidental shot blows up a ship.

*Edit* This thread is meant for discussion for those afflicted by this issue, which is many of us. Responding with posts like "learn 2 aim" doesn't contribute and doesn't help anyone. There is a legitimate problem with NPC's flying into line of fire whether you like it or not, and it needs to be mitigated. If NPC's can't be configured to avoid friendly fire, then this is an alternative proposal.
 
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hmm... if the mark persist for minutes, it would actually work quite well. Can't say that I would hit friendly ships on accident multiple times in a row.
If someone does, he deserves a bit running.
 
hmm... if the mark persist for minutes, it would actually work quite well. Can't say that I would hit friendly ships on accident multiple times in a row.
If someone does, he deserves a bit running.

Exactly... when it happens to me, it only really happens the one time.
I'm usually very careful with my aiming, and sometimes there are cases where it is totally unavoidable - this system counters those unavoidable situations.
 
I like this, it ties into the already existing punishment system rather nicely, and doesn't nanny the fight too hard. You can still suffer the consequences of truly unchecked fire while getting rid of the PAINTSCUFF=DEATH setup we have currently.
 
I think this would be an okay alternative to what we have currently. I really disliked the change with last shot = kill, but if FD implement it like you have described I have no issue.

It should also be an instant bounty if your first accidental shot blows up a ship.
 
I think this would be an okay alternative to what we have currently. I really disliked the change with last shot = kill, but if FD implement it like you have described I have no issue.

It should also be an instant bounty if your first accidental shot blows up a ship.

Yeah I didn't think of this.
I agree, that the bounty should come into play if it blows up the ship, regardless of how much damage is done.
I'll add it to the OP
 
OP's idea isn't bad but I was looking more at the bounty system when it comes to the popo chasing you. They shouldn't instant aggro and kill on sight at 300 creds, I was thinking a minimum of around 1000 creds for them to warrant a kill on sight.
 
Not against this idea, even though I am happy with the current set-up.

And 20 minutes is long enough to "check your fire".

/signed.
 
It's enough to say "Check your fire" - but sometimes, those zippy fed fighters will fly right in front of you, and do not give you any time to even let go of the trigger.
We all know it's an issue... but how can it be fixed without causing exploits?

Why are you even shooting around/near friendlies? If there's a chance to hit friendlies, hold your fire or accept the consequences.
 
Just become a better combat pilot. If you hit a clean ship by accident then you should get a fine or bounty along with a wanted status. There should be no cool downs or second chances.
 
Why are you even shooting around/near friendlies? If there's a chance to hit friendlies, hold your fire or accept the consequences.

When you're in the middle of a fight and 4 Sys Feds show up to 'help' by shooting you in the butt and getting in the way of your shots its hard not to be around friendlies when fighting. Whilst situational awareness is a big thing if you simply stopped fighting when friendlies are near you might as well just jump to a different area the second sys feds show up.
 
Why are you even shooting around/near friendlies? If there's a chance to hit friendlies, hold your fire or accept the consequences.

In Nav Beacons there are other bounty hunter NPC's, and NPC fed fighters attacking the same target as you.

This is a common issue for bounty hunters, if you experienced it yourself, you would know what we are referring to.
 
I'm really starting to get sick of people saying "play better". It doesn't matter how good you are when the AI is happy to dive-bomb into position ten metres away from your nose while you're in the middle of launching a salvo of bullets/lasers/missiles/torpedos. Frankly I'm not entirely convinced the AI even knows I'm there considering how often ships have smacked into me and kept on cruising as if nothing happened.
 
I'd like to see a system like this. Thanks to Fappers for posting it.

However, I don't think it will work as-is. Suppose I'm in a tight dogfight and a friendly flies in front of my ship. I hit it with a single multicannon shell and my 20-minute timer begins. I am now unable to shoot any other ships with friendlies around for another 20 minutes, for fear of becoming wanted. I'd like to see this system, but with a more tiered method.

* If you shoot any ships more than X amount, you instantly get a wanted status
* If you shoot one clean ship, you get 1 minute before the cooldown wears off and you can "accidentally" shoot another one
* If you shoot a second clean ship within 1 hour, it's a 5-minute cooldown
* A third ship would be a 15-minute cooldown

I think this would get around the problem of being afraid to enter a dogfight in case you hit a second friendly, but still punish people who want to abuse the system to attack clean ships.
 
If your active target is wanted and you shoot another ship, then it should be a 30s cooldown after a 'watch your fire'.
Alternatively, if a ships projected trajectory is within your line of active fire, they should ping you 2-3s in advance to 'hold your fire'.
Lastly, if an active target is clean, then it should be an instant fine/wanted status.
 
If a ships projected trajectory is within your line of active fire, they should ping you 2-3s in advance to 'hold your fire'.

It's a nice idea but I feel it doesn't really work with anything but laser fire. Projectile and missile weapons all have a travel time to the target and it's very easy to get caught in the crossfire. I regularly use this tactic to fly in front of clean NPCs who are firing on wanted NPCs, get shot up a bit, and make them both wanted.
 
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