Hello Commanders! Here's a list of crime and punishment suggestions. Let's make a megathread! Post your suggestions here!
EDIT: Link to Reddit Post.
- Interstellar bounties. Pre-1.3, we had a somewhat broken bounty system wherein one could accrue a bounty and pay it off immediately - however, it would last indefinitely until he/she died or paid it off. Also, bounties spanned across major factions rather than only minor factions - if you were wanted by a tiny fringe system owned by the Federation, you were wanted in Sol. This made criminal activity truly dangerous, and restricted it's movement - I had my Galactic Map always set to the Allegiance filter when flying around, committing my crimes in independent systems. Commit a crime in Federal space, and nearly half of inhabited space was off-limits. Today, I can leave a system after committing a crime and never look back. I'll get a few bounty hunters following me long after I've left, but no police responses.
I'd like a re-implementation of that system, with a few changes: One, no ability to pay off bounties. The current bounty system as it stands is fine (besides the credit amounts), so keep it. Also, there are a lot of independent systems - I can still hop around committing crimes wantonly if the old system were re-implemented. What if independent systems alerted all nearby systems within a specific radius (ex: 15ly) around them to my crimes?
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- Bounty adjustments. A 6,000 credit bounty is the average penalty you'll get for murder around this galaxy of ours. While the actual number matters little to the NPC bounty hunters, it doesn't feel right, and it's a tiny sum for most players to fight another player over. I suggest much larger bounties for each action. For example:
> Interdiction: 1,500 Cr fine
> Assault: 10,000 Cr bounty
> Piracy: 7,500 Cr bounty
> Murder: 50,000 Cr bounty
You see piracy in there? We'll get to that in a minute c:
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- PvP bounty boards.
Here's a link to what I mean. This is a post by Lateralus detailing a way to engage in player bounty hunting. Just wanted to throw some art in this post.
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- Piracy-related crimes. This would be implemented within a crime and punishment system once and if these suggestions for piracy are added to the game, and would help disassociate pirates and gankers, as well as provide an easy method for pirates to engage players and NPCs alike. It would also give pirates a bounty in many situations where would previously escape without the slightest infraction.
For example, during the current Lidpar community goal, I interdicted about 5-6 traders over two days. Each and every one of them complied with my demands, dropped their cargo, and not a shot was fired. This causes a problem; I got away completely scot free, with absolutely no repercussions, and my target had absolutely no way to call for help. I have to open fire in order to draw the police's attention, and by the time they get there after the fightings' started, it's usually over, with the trader dead. This would even the playing ground somewhat, give pirates a reputation as a pirate rather than simple murderers, etc.
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- Remove bounty ceilings. Currently, the largest bounty claim you can possibly earn is one million credits, even if the perp has several millions on his head. While a million credits may certainly seem like a lot, you have to take into account the fighting that occurs between players. Players are like extremes - often they'll be either extremely easy to kill or extremely difficult, but never consistent like NPCs are. A player with a huge bounty is likely to be the latter, and the long, drawn out PvP battles are the most difficult engagements you can possibly enter into in Elite: Dangerous. If I kill Rinzler for his ten bajillion credit bounty, and I had to track him for several days and fight him several times, I want the full bounty. Player bounties aren't as opportunistic as NPC bounties.
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I'll add more when/if I think of more. Care to add your suggestion?
EDIT: Link to Reddit Post.
- Interstellar bounties. Pre-1.3, we had a somewhat broken bounty system wherein one could accrue a bounty and pay it off immediately - however, it would last indefinitely until he/she died or paid it off. Also, bounties spanned across major factions rather than only minor factions - if you were wanted by a tiny fringe system owned by the Federation, you were wanted in Sol. This made criminal activity truly dangerous, and restricted it's movement - I had my Galactic Map always set to the Allegiance filter when flying around, committing my crimes in independent systems. Commit a crime in Federal space, and nearly half of inhabited space was off-limits. Today, I can leave a system after committing a crime and never look back. I'll get a few bounty hunters following me long after I've left, but no police responses.
I'd like a re-implementation of that system, with a few changes: One, no ability to pay off bounties. The current bounty system as it stands is fine (besides the credit amounts), so keep it. Also, there are a lot of independent systems - I can still hop around committing crimes wantonly if the old system were re-implemented. What if independent systems alerted all nearby systems within a specific radius (ex: 15ly) around them to my crimes?
---------------------------------------
- Bounty adjustments. A 6,000 credit bounty is the average penalty you'll get for murder around this galaxy of ours. While the actual number matters little to the NPC bounty hunters, it doesn't feel right, and it's a tiny sum for most players to fight another player over. I suggest much larger bounties for each action. For example:
> Interdiction: 1,500 Cr fine
> Assault: 10,000 Cr bounty
> Piracy: 7,500 Cr bounty
> Murder: 50,000 Cr bounty
You see piracy in there? We'll get to that in a minute c:
---------------------------------------
- PvP bounty boards.
Here's a link to what I mean. This is a post by Lateralus detailing a way to engage in player bounty hunting. Just wanted to throw some art in this post.
---------------------------------------
- Piracy-related crimes. This would be implemented within a crime and punishment system once and if these suggestions for piracy are added to the game, and would help disassociate pirates and gankers, as well as provide an easy method for pirates to engage players and NPCs alike. It would also give pirates a bounty in many situations where would previously escape without the slightest infraction.
For example, during the current Lidpar community goal, I interdicted about 5-6 traders over two days. Each and every one of them complied with my demands, dropped their cargo, and not a shot was fired. This causes a problem; I got away completely scot free, with absolutely no repercussions, and my target had absolutely no way to call for help. I have to open fire in order to draw the police's attention, and by the time they get there after the fightings' started, it's usually over, with the trader dead. This would even the playing ground somewhat, give pirates a reputation as a pirate rather than simple murderers, etc.
---------------------------------------
- Remove bounty ceilings. Currently, the largest bounty claim you can possibly earn is one million credits, even if the perp has several millions on his head. While a million credits may certainly seem like a lot, you have to take into account the fighting that occurs between players. Players are like extremes - often they'll be either extremely easy to kill or extremely difficult, but never consistent like NPCs are. A player with a huge bounty is likely to be the latter, and the long, drawn out PvP battles are the most difficult engagements you can possibly enter into in Elite: Dangerous. If I kill Rinzler for his ten bajillion credit bounty, and I had to track him for several days and fight him several times, I want the full bounty. Player bounties aren't as opportunistic as NPC bounties.
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I'll add more when/if I think of more. Care to add your suggestion?
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