Hello Commanders!
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* Non-expiring fines from bounties will trigger if you ever need to re-spawn at a starport in the jurisdiction of the aggrieved minor faction that issued the bounty (note that minor factions can be present in more than one system).
* The plan, at the moment, is to have bounties become dormant if you lose your ship without the bounty being detected (for example, if you pancake into an asteroid like I have done on occasion). If your ship is lost to an aggressor that detected the bounty or if the bounty timer expires the bounty turns into a non-expiring fine.
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Hello Commanders!
There's been a lot of interesting comments (thank you!) about a crime rules update we're looking at, so I'm creating a thread here where discussion can be more focused and visible.
The change we're looking at - in general terms - will be to remove the ability for criminals to pay off bounties issued against them (with some finesses to ensure that Commanders don't become wanted for an entire major faction after committing a single crime).
Instead, those Commanders will remain criminals in the system for a significant period of time, after which the bounty will become a non-expiring fine for the system (to prevent easy money-generating exploits).
To balance these more serious consequences, we're also considering activating friendly fire for player-on-player action (currently it is only in effect when Commanders attack NPC ships).
For clarity; friendly fire allows ships to deal a reasonably small amount of damage to a target's shields without a crime being generated. The actual rules are a little more complex, but this is the gist.
The idea here is that it's a little more forgiving when determining whether crime is being committed against Commanders, with a more significant response when this is the case.
Feel free to post your concerns and suggestions in this thread (with my ever-present caveat: be polite and friendly), I'd love to hear your thoughts!
* The issue with ships breaking off their attack when suffering accidental damage is likely an issue of our aggro system. A good example would be an authority ship that attacks a criminal. The criminal may not fire back immediately (there may be other targets for example). When a Commander comes in and scores some hits it will generate aggro that will be unopposed, making it much more likely that the Commander will become the new target. We're going to look at ways to address this.
I guess so, but then, how does it do anything to change the situation with the exploits?
* Non-expiring fines from bounties will trigger if you ever need to re-spawn at a starport in the jurisdiction of the aggrieved minor faction that issued the bounty (note that minor factions can be present in more than one system).
* The plan, at the moment, is to have bounties become dormant if you lose your ship without the bounty being detected (for example, if you pancake into an asteroid like I have done on occasion). If your ship is lost to an aggressor that detected the bounty or if the bounty timer expires the bounty turns into a non-expiring fine.
Like many other commanders, I likewise have to express my concerns about accidental friendly fire. I can't tell ya' how many times someone has flown in front of my lasers and has gotten hit, and then I'm forced to run do to a 200 credit bounty on my head as every single System Authority Vessel has decided that I'm now the biggest threat in the area... If there is a time period I have to wait to pay off these little mishaps, it's going to really drag down my game, since I'm not going to be able to fly until I can pay it off.
Hello Commanders!
There's been a lot of interesting comments (thank you!) about a crime rules update we're looking at, so I'm creating a thread here where discussion can be more focused and visible.
The change we're looking at - in general terms - will be to remove the ability for criminals to pay off bounties issued against them (with some finesses to ensure that Commanders don't become wanted for an entire major faction after committing a single crime).
Instead, those Commanders will remain criminals in the system for a significant period of time, after which the bounty will become a non-expiring fine for the system (to prevent easy money-generating exploits).
To balance these more serious consequences, we're also considering activating friendly fire for player-on-player action (currently it is only in effect when Commanders attack NPC ships).
For clarity; friendly fire allows ships to deal a reasonably small amount of damage to a target's shields without a crime being generated. The actual rules are a little more complex, but this is the gist.
The idea here is that it's a little more forgiving when determining whether crime is being committed against Commanders, with a more significant response when this is the case.
Feel free to post your concerns and suggestions in this thread (with my ever-present caveat: be polite and friendly), I'd love to hear your thoughts!