Hello Commanders!
Some more thoughts for you to chew over:
* Assuming all goes well and we can turn on friendly fire for human Commanders successfully, we'll also be looking at increasing the thresholds required to commit a crime, essentially allowing Commanders to deal more damage before a crime is registered.
Other rules will remain in place: if you commit the crime of assault (deal more damage than friendly fire allows for) then you will have a bounty issued against you. This includes firing upon a vessel without first confirming its legal status (performing a basic scan OR being struck by the vessel for damage over the allowed friendly fire amount).
We aren't going to try and arbitrate the level of crime based on factors for the simple reason that it would be inherently difficult and unclear to understand the result.
* We're not going down the route of having fines for assault - these would be exploited by groups of ships where several ships could strip the shields/deal significant hull damage without anyone able to retaliate (as they simply received fines), whilst one nominated "killer" then dives in to perform the killing strikes.
Hello Commander Demonicus!
The example you give, where you are taking damage but cannot retaliate until you've scanned is not correct (or you have discovered a bug!

).
If a bunch of ships are attacking you, you cannot fire back until you have scanned them OR they have successfully hit you. At this point, they instantly become known as wanted by your vessel and you are free to respond in kind without fear of retribution.
Now, a few direct responses (again, thank you for the input):
Hello Commander LaRokka!
I understand your fears about making it too difficult to actually be a pirate. We're looking a few other things to give pirates a bit of a boost, we're just not quite ready to talk about them at the moment. We want piracy to be a dangerous occupation, but we want it to feel fun and worthwhile as well.
Hello Commander zzzornbringer!
I don't necessarily agree with you that gaining a bounty is a death sentence. In fact, I think I'd go as far as to say that as long as you are prepared to move to a new system for a while, the only folk you'll need to worry about are the bounty hunters who don't mind suffering a bounty themselves to claim yours. Furthermore, if you can last long enough for the bounty to time out, you will only be stung by the non-expiring fine if you need to re-spawn within particular jurisdictions.
However, what these changes should do, is make life harder/more exciting for villains who currently haunt the same system for a length of time, which seems reasonable, even desirable, to me.
Hello Commander PotatoOverdose!
To comment on your example that you'll drop your shields and enter my line of fire to force me to get a bounty: this kind of behaviour is going to exist to some degree regardless of the crime system used.
What I can tell you is that rather you than me flying around a vessel with its shields down, and if I thought you'd done it on purpose I'd probably attack you and be hung for a wolf as for a sheep

.
On a more serious note, one thing that we will look into regarding this is to see if we can check a target's shield status. It might be possible to apply the friendly fire thresholds to hull damage if the target has their shields down. On face value, I can't see any major issues with this (other than implementation costs).
Hello Commander SushiCW!
Hopefully the most infamous scoundrels will still be able to rack up significant bounties, as each new bounty issued against you by a minor faction resets the cooldown timer, and each new fine adds directly to the bounty value. Yarr harr!
Hello Commander jonfitt!
Hey, let me try a quick overview to help explain how crimes work!
Space is divided up into different jurisdictions, each under the control of a minor faction. This is actually the important bit!
There are two types of crimes: those punishable by fines and those punishable by bounties.
Fines that are not paid in time become bounties.
You only ever commit crimes against the minor faction that controls the jurisdiction you're in. Other factions don't care at all, so when in their jurisdictions, you are classed as clean. Like say, how Russia might not be interested in crimes you committed in America, as long as you don't commit crimes in Russia (a lame example but hopefully you get my drift!)
This means if you get a bounty, it will always be for a particular faction.
Currently, you can simply dock and pay off your bounty. The proposed change will mean that you can't - you'll remain wanted in the minor faction's jurisdictions for a set amount of time.
Surviving this time, or being killed by someone who knows about your bounty will clear your wanted status and turn the bounty into a one off bill you'll have to pay if you ever re-spawn in the jurisdiction.
A bounty becomes dormant when you die without it being detected (so no-one can claim it). Only the police can scan and detect dormant bounties, which makes them become live again, though committing a crime in the jurisdiction will do the same thing.
Hope this helps!
Hello Commander Dmstubbs!
I'm afraid we're going to disagree about fines. You might think they are not important, but I actually do - they mean that you've broken the law. The amount of time you get to pay off fines might be extended though.
The reason that we give players who had bounties bills to pay off even after they were killed is to mitigate the very simple exploit of racking up huge bounties then allowing a friend to claim them with no costs other than a potentially very cheap ship re-buy cost. The proposed change won't eliminate this, but should discourage it.