Fine fines and more fines! The fines discussion thread

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Yeah run away ASAP!

OP is right though, it's a bit mad that the security you were previously helping out turn their backs on huge bounties to bag you for Cr200.

Happened to me a couple of times!
 
To be fair, this really is my only issue with the system, it's like the police chasing a car thief who has so far wrecked hundreds of thousands of pounds worth of vehicles and then letting him go because they witnessed you accidentally knocking somebodies wing mirror off without even giving you the opportunity of making any apology or paying to make good.
Well, to be fair they've probably just seen you taking down targets in seconds that their combined firepower would take 2-3 times as long to defeat, so maybe they just figure that they can't afford to take any chances with a tough guy like you.

Never go to a station to pay off a bounty (that's what they killed you for, they don't attack for fines) unless you have absolutely no choice. Go to an outpost instead. The chances of finding system security at an outpost are less than at a station. However, if you're in a ship that requires you to land at a large pad, you're hosed and will just have to be sneaky.
Or jump to a system of a different faction (Independents are handy for this) and pay off your bounty without being troubled by the cops at all.
 
(Playing in Solo mode.) After some more RES action, it seems sometimes one or two Sidewinders from a wing seem to attack you without provocation. Targetting them reveals them to be Clean, and so am I. In fact, I'm even classed as "Friendly" with the local faction now, probably because I have been helping eradicate Wanteds for a while. Still, this small gaggle will open fire, and if I defend myself... You guessed it, I'm the bad guy and must run. On another occasion, I didn't retaliate, but simply ran away.

Something is definitely "unfinished" about this aspect of the game.
 
Authorities abandoning their target for your 200 Cr bounty is not intended (according to FDEV) but is not easy to change. So no ETA, but they are working on it.

Must say I can't quite understand why it would be difficult, and I'd be grateful if someone could clarify it.

Seems to me that ED Central (for want of a better term):
knows that ShipX has hit ShipY, and how many times, and how much damage ShipX has done to ShipY, for all values of ShipX and ShipY, in the same instance
knows how many ships are in the vicinity
knows their relative positions
knows what they are doing
knows which ships are CMDRs and which are NPCs
knows their legal status, and bounty count if any

What more information does ED Central need, to inform its cops about who to attack and in what order?

Surely, if ShipA has a bounty of say 10,000Cr (not even to mention 210,00Cr!) and ShipB a bounty of 200Cr, it must be blindingly obvious that ShipA has committed many more offences than ShipB, and ShipA should therefore be the priority target.

Do cops also abandon their primary target and focus everything on an NPC that committed an FF offence? Or is that reserved for CMDRs?

I must be missing something pretty fundamental here, or the devs would have sorted it in a jiffy. What am I not seeing?
 
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I dunno, this has happened to me several times. As of late, I'm paying more attention to the other ships that are engaged in the original pursuit. I do agree however that the entire hoard should not turn on you the moment a stray laser is fired. I've tried many times using comms to apologize, but to no avail.
 
I find it both extremely annoying and unrealistic that security forces kill people on sight for fines that are nothing more than pocket change.

And indeed it is, but as you might have already noticed, the game's developers and a noticeable number of fanboy players are perfectly okay with this idiocy and will defend it at all cost.

Prepare to hear a lot about "trigger discipline" and "situational awareness" and how noob you are.
 
It definitely gets a little trickier balance when you become hostile to a faction.

Was in a RES other day and a wing of hostiles show up and they open fire instantly at me ..... no problem ... target and return fire given they've shot first ..... nope .... i get wanted and attacked by the previously allied feds .... clearly i STILL need to wait until scanners have done their thing and let them carry on firing on me or i get wanted even though:
1. I'm being attacked
2. The person attacking is being attacked by the feds
3. The person attacking has 60x larger bounty vs my 200cr assault

How come i'm now immediately public enemy number 1 and the feds break off their perfectly good previous target and go for me instead

Welcome to the world of FDev Special Elite Logic!
You can read a developer's lenghty explanation of this phenomena in the topic over there. Maybe it will even make sense for you...

You got one thing right though:
clearly i STILL need to wait
Waiting! This is exactly what the whole game is about.

Wait for discovery/KWS/any other scanning to finish.
Wait for the station lift to turn you 180 degrees even if you don't really need it.
Wait for some useless decorative "blast shields" to come down before you are allowed to take off.
Wait for supercruise to start.
Wait for your ship to accelerate in supercruise.
Wait for your ship to approach your destination through the empty space.
Wait for your ship to decelerate in supercruise.
Wait for your ship to turn around because you hit the brakes too late once again.
Wait for reply on your bug report.
Wait for the new update.
Wait for more content...
 
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As shown here:
https://gfycat.com/GroundedFluffyBighorn

Why should your ship get blown up because of this? I have no clue.

That's exactly what's happened to me several times. It makes the world suddenly feel more artificial and spoils the immersion of the player as a result.

I don't think that this is a deliberate design decision by the developers. I think it is just too simplistic an implementation of combat mechanics being applied universally. And for some reason, it failed to get addressed in alpha/beta testing. :S
 
I am actually puzzled because people are defending this mechanic.
How does this make the game any better?

It doesn't. You have to excuse the defenders and see past that behaviour. It's a psychological condition some people are susceptible to out of loyalty to a product or provider, and happens in all things.

Constructive criticism is nothing to be feared if you really like the product and want to see it improve and succeed. How you present that criticism though is vital in not allowing the point to be lost or hijacked.
 
It makes the world suddenly feel more artificial and spoils the immersion of the player as a result.
And indeed it does.

I don't think that this is a deliberate design decision by the developers.
But unfortunately it is.
A wrong design decision, made early enough that now everybody got used to it and won't see how bad things actually are.

I think it is just too simplistic an implementation of combat mechanics being applied universally.
Exactly.
It could work in a single-player game. Who might have thought that it won't work in an MMO?

And for some reason, it failed to get addressed in alpha/beta testing. :S
Obviously, they see it as "it's not a bug, it's a feature".
 
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Must say I can't quite understand why it would be difficult, and I'd be grateful if someone could clarify it.

Seems to me that ED Central (for want of a better term):
knows that ShipX has hit ShipY, and how many times, and how much damage ShipX has done to ShipY, for all values of ShipX and ShipY, in the same instance
knows how many ships are in the vicinity
knows their relative positions
knows what they are doing
knows which ships are CMDRs and which are NPCs
knows their legal status, and bounty count if any

What more information does ED Central need, to inform its cops about who to attack and in what order?

Surely, if ShipA has a bounty of say 10,000Cr (not even to mention 210,00Cr!) and ShipB a bounty of 200Cr, it must be blindingly obvious that ShipA has committed many more offences than ShipB, and ShipA should therefore be the priority target.

Do cops also abandon their primary target and focus everything on an NPC that committed an FF offence? Or is that reserved for CMDRs?

I must be missing something pretty fundamental here, or the devs would have sorted it in a jiffy. What am I not seeing?

I cant tell you why its difficult to fix, however I think if it was easy they would have already fixed it. In my opinion there is no point in discussing this further since we already know FDEV is aware of the issue and is working on this.

And indeed it is, but as you might have already noticed, the game's developers and a noticeable number of fanboy players are perfectly okay with this idiocy and will defend it at all cost.

Prepare to hear a lot about "trigger discipline" and "situational awareness" and how noob you are.

Since you are talking about authorities abandoning their target your post is somewhat unnecessary. Neither FDEV nor the "fanboys" are defending this mechanic. If you would take the time to read my post you would know that they are already working on a fix and stated that this behaviour is not intended.

FF itself is an entirely different point. However since you already showed that you don't care about facts and rather spread lies about developers and players instead of just reading what some people have to say I see little reason to explain it again. Just read my post on page 5.
 
Let's make one thing perfectly clear. The feds will not kill you for a fine, no matter how large. If you have a bounty, then they want you dead. The feds don't care if it's only 200cr, they're probably paid by the hour. A large bounty just incentivizes bounty hunters to get you for them.

no, you are wrong, happened to me last night, was in a fed system testing new vulture loadout.

a fed passed throught my beam -> insta 200cr fine + wanted -> insta red fed police -> had to bug out since they ALL turned to me and opened fire (5 of them)

- - - Updated - - -

This is already implemented. OP managed to deal more damage than FF mechanics allow.

not hard to go over the FF limit when you fly a vulture, a silly cop pass througt your beam or manage to catch your canon shell with it's teeth and it's enought damage

basically the FF trigger is enought for C1 and C2 weapons, but past C3 pulse, it's like it doesn't exist.

oh and let's not forget the idiot cop who ram you from under or behind, full speed, take damage and your done
 
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It would be nice that if on scanning and discovering you have a minor Wanted level, of say up to 2,000 credits, the cops would ask for immediate payment of the fine, say a dialogue box that requires a yes or no answer within 10 seconds. If they don't get their money, they open fire.
This means the threat's still there, but removing a fine doesn't involve traipsing back to a station and avoiding the scan while docking.
 
I don't see how hard it would be to make the first FF a warning instead of insta fine +wanted. Then making consecutive hits gives the fine/bounty. Then again, I'm no dev.
 
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