Hello Commanders!
We’ve been going through the feedback for the Kill Warrant Scanner (as always, thank you for your input!) and wanted to clarify why the module has changed, as well as float an idea for your consideration.
[deleted for brevity]
That being said, we are considering (and just that, no ETA or guarantee, this is just something we’re mulling over) a change to the KWS.
It’s somewhat significant, so we’d like to get some feedback on the concept before deciding any next step.
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!
Sandro,
Thank you for listening to our feedback and giving us this response. Here is my constructive response:
First, I understand why this change happened. And if I have to choose (not that I'm being given the choice, just saying...) between the new C&P system and a crippled KWS or the current C&P system and the current KWS, I choose the new C&P system and crippled KWS. The new C&P system is well designed and will be a good improvement to the game.
I also understand why you need to change the KWS in regards to how it "reveals" bounties on players ships. I'm fine with that. Honestly, I have no stake in that issue as I don't do PVP. So you can check with those that do for feedback on that.
As for how it effects PVE, without any proposed changes, the KWS is now pointless. We only get one bounty - local superpower or local controlling group - regardless of whether we KWS scan or not. If the money total goes up with a KWS scan, it didn't seem like it was that much of an improvement. So when 3.0 goes live - since your proposed modifications will only go forward later - I'll just be moving all my KWS modules (most have Fast scan G5) to storage.
Your proposed change below doesn't go far enough:
"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. "
Currently, when we KWS scan a PVE target we can get bounties for any/all the local factions - whether aligned with a superpower or independent - as well as bounties with other superpowers. This allows us to gain rep with all (almost, anarchy tends to be pain) local factions via bounty hunting as well as maintain rep with all the superpowers. Your proposed change is better than it will be in 3.0 - only local superpower OR local controlling faction - but it doesn't go far enough. Still, thanks for at least suggesting a compromise improvement.
Without any change, bounty hunters are going to be disinclined to hunt in systems that they allied status with multiple local factions. Killing Wanted ships will cause Reputation loss with those non-controlling factions, since there is no bounty to turn in to them to offset the loss. Your proposed solution helps somewhat, as now we could get bounties for the superpower aligned local factions. However, in most systems, local factions aligned with the controlling super power usually make up only 20%-50% of the factions. Also, I'm not sure how your change would affect systems with factions aligned with two or even all three of the superpowers. Perhaps, as further change to offset bad side-effects of this change, you could reduce the amount of reputation lost when we kill a faction's WANTED ship. Currently, the only way you can kill a factions ships with impunity is in a CZ - where you can also earn combat bonds to gain rep with the opposing faction. With no bounties to offset the loss of killing a faction's wanted ships, the only "safe" way to gain faction rep via combat will be by doing CZs. That is a bummer.
Anyway, I appreciate you looking into this. As I said before, I have no problem with the PvP changes and like the new C&P system (now that the Interstellar factors are no longer on Onionhead and spiking prices). I just don't like the KWS change which will greatly affect the ability of one to bounty hunt to gain (or maintain) reputation.
Thanks for your consideration.
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