ED Gameplay, Episode 277: pirate has interdicted my Cuttuer on the way to a station. I boost, boost, jump and drop into the station. Heading to the station, pirate Anaconda drops in right in front of me, collision, pirate blows up, now I'm Wanted...
...
Frontier, what is the purpose of creating gameplay that plays out as above? Why would you have station security destroy a player's ship because they unintentionally destroyed a Wanted pirate that was trying to attack them? What possible purpose does that serve? Is that 'working as intended'?
i can really understand your pain with this. i never understood why npcs able to jump beside you and not, like every other player, close to your wake. i think it was yesterday, when a npc jumped very close, when not into a stations wall.
to get wanted by ramming and killing a ship would be ok, if that one isn't wanted. the whole scan to see wanted process is sadly broken by it's core.
the one big thing that breaks the whole scanning stuff:
if you shoot a wanted bevor the scanner is finished (or the game lags) you get wanted. WHY? he is wanted, so why the hell? are my scanner phoning local security and say "hey, my owner just attacked a not fully scanned wanted target, so add him to you kos-list"? rly?
or
scan with a
fast scan kill warrant scanner, it's finished long bevor the crap sensors done their job, so you should already see their wanted state, but no, you have to wait for this lazy ship scanner.
or
a wing of wanteds heading in your direction, and by the formation it's clear that in a wing of 3 everyone is wanted, not only the one you just scanned. there aren't any mixed (wanted/not wanted) npc wings.