NPCs performing Kill-Warrant Scans - general oddity and notes
As we know, both Fighter-type Clean NPCs and of course System Authority/Police ships routinely conduct Kill-Warrant Scans on all other ships i.e. at NAV points.
I have some comments on that :
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- Clean NPCs scan even System Authority/Police Ships when in range
That always looks awkward, like the citizen checking if their own Police is actually clean - which we all know they always are and stay, even if they accidentally hit someone clean while engaging a Wanted ship.
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- Repeated Scanning within very short timeframes by the same ships
Pretty self-explanatory. Often enough, with no or few other contacts in Range, I get scanned over and over within a fairly short time.
IMHO re-scanning by NPCs could use some cooldown timer (i.e. 5 Minutes).
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- Behaviour of Clean NPCs accidentally getting fined/becoming Wanted
This is proably the biggest point.
If you just stay long enough i.e. at a NAV point, where multiple ships engage a Wanted NPC, you'll eventually see one of the Clean NPC ships (non-police) accidentally hitting another clean ship or the Police.
When that happens, these Clean NPCs become fined and Wanted (i.e. 400Cr bounty).
Now, all other clean Fighter-type NPCs as well as the Police instantly start attacking that guy who helped them out all the time, sometimes over 30 Minutes. Chances are, this ship was actually the one being attacked by a NPC Pirate and was just firing back - accidentally hitting someone else as well.
The reaction of that "Clean", now Wanted NPC is : stay and fight!
While the remaining Clean NPCs and Police act if this was an outright criminal - the affected "Clean" now Wanted NPC clearly transmits the comments of a ship that is under unwarranted attack.
This doesn't make any sense.
I'd prefer to see such ships retract hardpoints & jump away as soon as possible - simply because that's exactly that a Clean Player would do, instead if attacking all the other Clean NPCs which just increases their undesired and accidental bounty.
Of course, the perfect solution would be to cut Players as well as NPCs the long-requested and long-recommended slack, coupled with meaningful escalation stages when it comes to Friendly Fire.
Needless to say - NPCs with Turrets and Projectile Weapons on them suffer the same consequences as Players

(Turrets still do more harm than they are any good, they're overly expensive, suffer from ridiculously poor aim, are thus generally useless and often downright dangerous Equipment to the ship that carries it into combat arenas like NAV Beacons, Extraction Sites or even Conflict zones)