Proposal Discussion Kill Warrant Scanner Feedback

It should indeed but PVP should NOT be the driving factor in determining how this predominantly PVE utility functions. Otherwise you're affecting 90% of people's gameplay for the sake of the 10% (obviously these figures are pure guesswork but I'd be astonished if they're far off the mark).

They are most likely off the mark. Also C&P is changing not just because of PvP but it is full overhaul. So it was bound to change, and old ways most likely would get disrupted anyway.

Sandro - any chance we could get rough figures of what percentage of the ED player base regularly engage in PVP and what percentage of KWS scans are performed on player ships as opposed to NPC ships? It would really help to inform our ability to weigh up the pro's and con's of this debate.
 

Kill Warrant Scanner Serving Suggestion


  • Upon a successful scan, the KWS will detect every bounty for factions aligned with the same superpower as the faction controlling the current jurisdiction.
    • E.g. if you’re in a jurisdiction controlled by an Imperial aligned faction, then the KWS will detect every bounty on the scanned ship issued by all Imperial aligned factions.
  • What’s more, the KWS scan will *legitimise* attack against the scanned ship for you and any wingmen. This freedom to attack will expire once the target leaves the location, via supercruise, hyperspace jump or the like.
  • The KWS will detect all Interstellar bounties on a target vessel. However, it does not legitimise attack, so you still will have to break the law to collect them if the Interstellar bounty is for a different superpower than the current jurisdiction is alinged to.

This change would bring the Kill Warrant Scanners closer to its original specification, especially regarding earning potential, improve it in some contextually appropriate situations by legitimising attack, limit its power where appropriate by hiding non-local independent bounties and fit neatly within the lore of how the game deals with criminality and factions.

So now, over to you. Do you think this proposal give the KWS enough kick? Does it punish/threaten criminals too much? Is the mechanic clear enough? In short, have a gander and tell us what you think. A final reminder, this is just a suggestion that we're looking at, not a definite plan.

Your feedback is greatly appreciated!

How about you just make the KWS work like you have described against PLAYERS but against the AI it works like it did before? I mean it's really that simple, you are trashing a mostly pve system for 3% of BH'ing which happens against players. The only people BH'ing players tend to be their mates wiping their bounty clean for them.
 
It does seem like an overly complicated solution. If the KWS cant work like it used to could it just be scrapped and all npc bounties boosted to make up for lost income? It would free up a slot and simplify bounty hunting.

Why not still keep KWS and boost bounties then?

If anything we look for is PVE bounty hunting income, just increase bounties revealed by KWS for NPCs.

How about you just make the KWS work like you have described against PLAYERS but against the AI it works like it did before? I mean it's really that simple, you are trashing a mostly pve system for 3% of BH'ing which happens against players. The only people BH'ing players tend to be their mates wiping their bounty clean for them.

How that makes any sense considering system fundamentally changes and you have bounties tied to the ship?

Just increase bounties revealed by KWS. Done.
 
The mechanic seems fairly straightforward to me, Sandro. I'm mostly concerned about players racking up considerable bounties when working on BGS for their player factions and having to eat some massive costs months later when they go to a CG in open that just so happens to be part of the same superpower as the NPC Faction they crushed to get their PMF in control of a system....and get scanned by someone looking either for a payout, or to troll.

I just see it further reinforcing BGS work in Private Groups or Solo (and then the players staying there permanently) to avoid Emergent Content rebuys in Open Play. Which is the opposite of what I'd like to see, personally. More people in Open would be nice.

I'd propose letting bounties turn into fines again like they currently do on the live servers, but extending the "timer" to say, a month. That way its still a long-time consequence for one's actions, but allows a person a way out from massive bounties that will naturally get accrued over time.
 

rootsrat

Volunteer Moderator
Why not still keep KWS and boost bounties then?

If anything we look for is PVE bounty hunting income, just increase bounties revealed by KWS for NPCs.



How that makes any sense considering system fundamentally changes and you have bounties tied to the ship?

Just increase bounties revealed by KWS. Done.

It's not just about the money. It's about the incentive to go visit various systems, it's about the story behind it (the one in your head), it's about the reputation gain as well.
 
It's not just about the money. It's about the incentive to go visit various systems, it's about the story behind it (the one in your head), it's about the reputation gain as well.

Yeah, but crime system has changed. That's long and short of it. Story now is you get all superpower tied bounties from network. Like "ohh, this guy is wanted in almost all Federation!" that sort of story.

Redesign was bound to happen.
 

sollisb

Banned
They are most likely off the mark. Also C&P is changing not just because of PvP but it is full overhaul. So it was bound to change, and old ways most likely would get disrupted anyway.

Rubbish! There is absolutely no reason to change a core game mechanic, in the game from inception, and now remove it because of some newer ideas.

The fact is simple.. PvE bounty hunting is being nerfed to cater for this C&P system which is a predominantly PvP problem.
 
The mechanic seems fairly straightforward to me, Sandro. I'm mostly concerned about players racking up considerable bounties when working on BGS for their player factions and having to eat some massive costs months later when they go to a CG in open that just so happens to be part of the same superpower as the NPC Faction they crushed to get their PMF in control of a system....and get scanned by someone looking either for a payout, or to troll.

As I understood it - since, in the new systems, the bounties will be linked to the ship/modules, just use two different ships. One for killing NPCs in the name of your PMF, the other to go to the CG and make some money.

The change in Engineering would also mean that you won't have to forego your top-end engineered modules in your second ship.
 
OK just Scrap the KWS, and have Wanted Posters gathered only from systems you have visited.
When you target a Ship it comes up Wanted or Not, Plus any Posters you have on Hand.
Let's make this as Complicated as possible, and throw a couple of nerfs in the mix as well.
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

I don't think there's any need to worry about the legibility: we'd have idents like the "WANTED" to hopefully show unambiguously who was permitted to attack and who was a valid target.
 
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I must be missing something here, please feel free to tell me what it is but I still don't get why the kws needs to change at all even with the new c&p system.

It only *detects* the target ship's bounties in other jurisdictions, why does that make any difference to how the local jurisdiction processes local crimes?

If you kill a ship warned in another jurisdiction you still have to fly to that area to claim the bounty (or pay a factor a cut to do it for you).

I really don't see why it needs to change at all other than needing to report the ship's bounties rather than the pilot's.
 

rootsrat

Volunteer Moderator
Yeah, but crime system has changed. That's long and short of it. Story now is you get all superpower tied bounties from network. Like "ohh, this guy is wanted in almost all Federation!" that sort of story.

Redesign was bound to happen.

Correct, but - and I try to look at this objectively - the KWS redesign is a failure, because clearly it was seen as a PVP tool by the developers, which I honestly think is not the case. They have completely ignored the PVE part of it, the part where the KWS was mainly used. Regardless of the PVE-PVP split, I am fairly sure that PVP-ers don't bother with using KWS on their Cmdr targets, as most of them seem to be the "kill everything that moves, no comms, no questions asked".

That's where the flaw in the KWS redesign is.

Sandro's current proposal is a step in the right direction, but not enough IMHO. I am not opposing the change, I am opposing for the KWS to lose a lot of reasons that rendered it useful, not just from money point of view, but other aspects too, purely because it's purpose is to be a PVP centered module.
 
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sollisb

Banned
Sandro, Sandro :)

Mate anyone can see from the endless posts that the player base is not happy with the changes.

How can this change be good for the company or indeed the game, in the face of such aversion to the change?

regards

o7
 
Sandro - any chance we could get rough figures of what percentage of the ED player base regularly engage in PVP and what percentage of KWS scans are performed on player ships as opposed to NPC ships? It would really help to inform our ability to weigh up the pro's and con's of this debate.

Also:

% of systems with all factions aligned solely to one superpower
% of independent controlling systems systems
% of all other systems

Because this change would only change things from the beta for the first group. And I personally think that group is a lot smaller than the other two...but if the devs can prove thats not the case it may seem a more reasonable solution
 
I must be missing something here, please feel free to tell me what it is but I still don't get why the kws needs to change at all even with the new c&p system.

It only *detects* the target ship's bounties in other jurisdictions, why does that make any difference to how the local jurisdiction processes local crimes?

If you kill a ship warned in another jurisdiction you still have to fly to that area to claim the bounty (or pay a factor a cut to do it for you).

I really don't see why it needs to change at all other than needing to report the ship's bounties rather than the pilot's.

It detects target ship bounties in other jurisdiction where dominant minor faction is aligned to same superpower.
 
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