Wanted.... New Wanted System!

I hate being a whinger.. but this is truly my worst pet peeve about the game. 3 times in as many days I have been kicked out of systems because I have gained a wanted status. Let me explain.

Many times now, I have pilots fly into my line of fire, and I have barely scraped them with weapons.. sure enough I get the usual wait 9 minutes, pay the bounty and move on.. which, personally is just annoying. BUT, what I really HATE.. is when that target is then killed by an NPC, and then YOU get the blame for it and are kicked out of your home system for 5+ days. I have had to move home systems 3 times in the past 3 days, and its getting really annoying especially since I have to move my ships with me. That includes trying to find another home system with good RES sites and close to the systems I frequent, and then ferrying back and forth moving my ships across.

I can totally understand the need for a cooldown period, it makes sense, your wanted in the system so you have to lay low for a while. But I should not have to be punished for only scratching the hull of a target with accidental fire, while other NPC's pummel it to death and then I get tagged as the killer, its totally illogical and breaks immersion and causes frustration.

Now instead of just whinging about the system and how it works, I sat down and tried to think of a solution. Here is my idea.

If you accidentally fire one on a target for less than 2 seconds, you get a fine based upon your elite level starting off at 1000cr for new players and up to 250,000cr for elite players. This way there is still a penalty in place that will have direct impact on all levels of players and dosent resort in all of the security ships turning on you in a res site if you accidentally shoot something, and forcing you to basically quit the game for 9 minutes or make you h-jump out and wait it out in another system.

In order to get a 5 day wanted status in a system, you have to do a minimum of 25% damage to a clean NPC in order to be tagged as the "killer" for that NPC That way there is no mistake, you were purposely trying to damage that target, and there is no excuse.

I understand that there needs to be significant consequences to your actions within the game, but I do believe there has to be some kind of logic to back it up also, and the current system, while the idea of it is logical, dosent work the way that it should. Friendly fire is going to happen in a chaotic environment, punishing the player with the current mechanics just seems not only unfair but illogical, and that can only have a negative effect on gameplay.

Personally I would like to see bigger fines based on your ranking, and no bounties on trivial offenses like friendly fire. 400cr is just nothing to someone like me at deadly level. I dont mind being hit up for 250,000cr it still hurts, but it dosent stop me from playing the game, or panicking when all the security ships decided I am the biggest threat in the known universe just cause my pulse laser scrapped one of their hulls by accident. It will just make me try and be more careful about where I shoot as the best way to punish me is to hit my bank balance, not push me out of the game or my favorite home system.

If anyone else has any other ideas, would love to hear about them.
 
Just leave the system and come back in a week to pay the fine.

Or, alternatively, stay in the system and conduct your affairs as usual, then pay off the fine in a week?

Before the 1.3 changes, I was always quick to pay off my bounties in fear of the consequences. Since then, I haven't really noticed any.
 
Not much to fear really. If you go to HiRES to get bounties in Open even, don't worry so much about players using KWS as there are always plenty Police around when it all kicks off. If they attack you in this Clean system then it is them that will get hacked by the Cops. Just be sure you are near Cops if there are players there. I have a 20k bounty on me if anyone dares to scan me!
 
Friendly fire was a whole lot worse between 1.3
I don't want to have a go but unless you are using flak cannons it seems like user error. A bit of trigger discipline goes a long way in Elite, I've been doing combat a lot since 1.3 and only had a problem once.

On your suggestion its not actually a bad idea to have a more damage based system than it is now, I'd be the first to admit its not perfect. Personally though wanted statuses are still quite meaningless because a half decent CMDR can evade or destroy the security forces with impunity so imo thats the first place to fix... Like I say modifying the friendly fire and kill confirmation method is probably something to look at since the current system is somewhat flawed.
 
It's not that hard to NOT hit innocents. Don't use kinetics when the FOV is crowded and you should be fine. If your aim is that bad, then go hunt banditos in Super Cruise via station missions rather than grinding out less and delusional NPC pirates at RES. I mean do those poor fools ever get any loot? Ever? You gotta wonder they they keep coming like lemmings... they must be tired of living.
 
The few times I've had this happen I just go back to the station, buy a sidewinder, and then proceed to fly into the nearest solid object.
 
I've never accidentally gotten a wanted status by accidental discharge or strafing. For those who use beam lasers, holding down that trigger on a turret while the enemy is out of sight is taking a huge risk. Also, if you see the enemy being swarmed by feds, don't think your lock will ensure clean fire. Wait until the enemy breaks for it then engage, or ignore it. Some folks feel like they have to shoot everything, which is fine if you don't mind the warrants.
 
It's not that hard to NOT hit innocents. Don't use kinetics when the FOV is crowded and you should be fine. If your aim is that bad, then go hunt banditos in Super Cruise via station missions rather than grinding out less and delusional NPC pirates at RES. I mean do those poor fools ever get any loot? Ever? You gotta wonder they they keep coming like lemmings... they must be tired of living.

By Xmas I may have bought a Typre-9 and fill it will loot to drop for those poor beggars.
(although I think the limit is 20 still?)
 
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I've seen you post about your issues before. Recently for that matter. I would not get my hopes up for a change in this regard, not in the near future anyway. You really will have to take it upon yourself to avoid these situations. We have all been in the RES withdrawing credits from the ATM. We understand the difficulties. You just need to be more aware, and let go of the trigger once in a while.

I get my wanted status from downing 'Mission Targets' that are not wanted. I have to do a better job of noticing that detail, if I want to avoid the bounties. We all have things we need to work on. Right now I have two of my primary 'mission' systems that have me wanted. I find I can still operate there. One bit of advice is to stay wanted. If you move to a 'Dormant bounty' or what ever it is called, you can be scanned by the cops and have your timer reset. It's better to risk their fire for some number of days than to have the timer reset and starting from scratch.
 
I think most people are missing my point. careless firing is one thing, and I am happy to take responsibility for that. But when an npc just decides to kamakaze into your field of fire with no warning, gets scrapped by a single pulse blast before I can even react, then dies a short time later by another NPC destroying him, I should not have a 5 day bounty placed upon my head. And this is what exactly has happened 3 times in a row in as many days. I can live with the 9 minute cooldown, its still annoying, but meh, I can put up with it. I just think a system that works this illogically in a game needs fixing. It cant be that hard to fix.
 
I will just repeat what I said on the 200 other threads with "simple fixes". Replacing the wanted status with a fine would not work, because nobody would be able to defend themselves.
 
How do you figure that?

Someone attacks me and he gets a 1000 credit fine. I try to defend myself but since he is clean (he just got a fine) I will get a 1000 credits fine myself. If I win I will get a bounty for self defense and neither wingmates nor system authority will help me in the fight because my enemy has no wanted status.
 
"2 seconds" is an arbitrary way of measuring deadly intent. I (and many others) have ship builds that will vaporize a small ship in a fraction of that.
Your 25% of hull damage you mention further on is better way of measuring that intent to kill.

Also, I dont pay the parking fines I already have now, why would I give away money on these "assault" fines.

Regardless of the mechanics and the brain dead AI civilian movements, you are still deliberately engaging in combat within close proximity of civilian ships.

As a "good guy," the Risk of friendly fire is always apparent in such situations.
It's your responsibility of be aware of nearby ships. You have a 3D scanner in the middle of your console for a reason.
 
As soon as you realize you've made the error, jump out and then come back in. The ship probably won't have died by the time you jump out and you won't have the big bounty
 
Someone attacks me and he gets a 1000 credit fine. I try to defend myself but since he is clean (he just got a fine) I will get a 1000 credits fine myself. If I win I will get a bounty for self defense and neither wingmates nor system authority will help me in the fight because my enemy has no wanted status.

Well, the reverse of that is also true, I have had a few players who have purposely moved into my field of fire, just so I can get the bounty and get out of "their" RES site. Also here are some points that could easily nullify these problems.

1 - Make the fine for NPC's only, and A Bounty for CMDR targets
2 - Make it so who ever fired the first shot is the one that gets the bounty if either player is killed, not the player defending himself. Whilst still keeping the fine option.
3 - Scare the other player down to minimum hull, and let them run so you dont get the bounty.

This seems far more logical to me.
 
"2 seconds" is an arbitrary way of measuring deadly intent. I (and many others) have ship builds that will vaporize a small ship in a fraction of that.
Your 25% of hull damage you mention further on is better way of measuring that intent to kill.

Also, I dont pay the parking fines I already have now, why would I give away money on these "assault" fines.

Regardless of the mechanics and the brain dead AI civilian movements, you are still deliberately engaging in combat within close proximity of civilian ships.

As a "good guy," the Risk of friendly fire is always apparent in such situations.
It's your responsibility of be aware of nearby ships. You have a 3D scanner in the middle of your console for a reason.

yes, my anaconda will easily do the same thing, but not from accidental hits, you have to be doing something pretty wreckless to accidentally take out a small ship, and then, really, you deserve the bounty.

Being stupid, yes, deserves the bounty.. having ever so slight grazes from NPC errors, does not.
 
yes, my anaconda will easily do the same thing, but not from accidental hits, you have to be doing something pretty wreckless to accidentally take out a small ship, and then, really, you deserve the bounty.

Being stupid, yes, deserves the bounty.. having ever so slight grazes from NPC errors, does not.

Exactly. I've only ever gotten a friendly fire bounty, on accident, once (pre 1.3) because I wasn't paying attention. My attention was split, veered off target while still firing away, gimbals stopped tracking and hit an unshielded Type-9 behind my target.
Beyond that I pay attention to the scanner while in combat. Not so much because of fear of friendly fire, but because of collision hazard.
 
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