The mention of game mechanics about pirates had me wondering, what happens if a pirate with a bounty kills another
pirate with a bounty in ED? In the real world, I doubt criminals can receive rewards in such a manner, as the priority
of the police would be to arrest them for their unprosecuted misdeeds, despite their having done some kind of good
deed which carries a reward. Just curious if the nature of bounty payments is so automatic that it doesn't take into
account the legal/rep status of the claimant. Another layer to ponder...
Personally I don't think murder in the game should be clearable via simple payments at all (I have no problem with the
social ethics in ED being different to real life, but this particular one seems a bit too off); some other mechanism,
sure, but not simply via monetary means, and even if the 'wanted' status has been cleared somehow, the fact that
someone has done such a thing shouldn't be erased completely, but it could be done in a manner that benefits them
if they choose to play as a pirate, namely a rep that has a +ve effect when they visit anarchy systems (more
welcoming when among like-minded individuals). It wouldn't stop them visiting Fed/etc., worlds, but they would be
less trusted when doing so, in whatever way (higher commodity/repair costs, etc.) Afterall, the game itself keeps
a permanent record of all such stats, so the data required to implement something more involved is already available.
Thus, instead of a single bad-to-good spectrum, it would be possible to have a permanent past reputation at the same
time as having a variable current bounty/wanted status. This is certainly much more like real life, ie. a criminal record.
An ex-con who's served time isn't a wanted person anymore, but they have a past rep which means they're less trusted
by society (eg. finding higher-paying work isn't impossible, but certainly much more difficult), though at the same time
that rep can I expect be a +ve badge if they choose to continue being part of the criminal classes.
As may have said, some rebalancing to make each style of play rewarding in its own right does seem necessary. The
above just refers to pirates, but I agree with OP's stance that BH needs its own rewards in relevant ways; perhaps
fixing how priacy functions would automatically help fix how BH works aswell.
Ian.