Proposal Discussion Kill Warrant Scanner Feedback

Hello Commanders!

...

As part of the crime update, we now place bounties on ships, which are cleared one jurisdiction at a time. This means that when criminals are processed, their captors only care about crimes relevant to their jurisdiction. Because other bounties remain, there is more consequence, as Commanders risk losing their ship multiple times if they have multiple bounties.

However, this caused an issue with the Kill Warrant scanner. The new system runs on the principle that only one bounty is cleared at a time at a detention centre, which does not work with the old version of the Kill Warrant Scanner, as it detected all bounties.

I have seldom used the Kill Warrant Scanner.

Having said that, I, for one, think the changes proposed make sense. The proposed compromise is also good. I'm not too concerned about reputation and factions, or the Background Simulator... There're plenty of ways to increase reputations with factions, and none of them require a Kill Warrant Scanner. Others who use the KWS frequently will know better than me what the issues are, and are clearly voicing their concerns presently - a lot more effectively than I every could. However, from my perspective, it makes perfectly logical sense that a KWS only reveals the bounties that are wanted in a specific jurisdiction.

If one reflects on real life, there are jurisdictions in the world that will not arrest or extradite wanted criminals to other countries. Why people on this forum seem to find it hard to accept something that exists in reality, is not clear to me. Yet, it's also true that some countries have extradition treaties with each other, and criminals will be detained and extradited if captured by local law enforcement.

For the purposes of Elite: Dangerous, I'm assuming that these opposing superpowers do not have such treaties agreed - except for the most notorious criminals who have triggered a galaxy wide bounty. On such individuals, it may be expected that a Bounty Hunter should be able to collect all bounties from every jurisdiction - besides Anarchy. A Bounty Hunter should *not* have to break the law when collecting a galaxy wide bounty for the most notorious criminal.

Anarchy systems should be completely lawless (and dangerous - increase the risk!) - it should remain impossible to collect bounties by means of the KWS in these (and Compromised Nav Beacon) Systems.

JURISDICTION

One of the problems with Elite: Dangerous is the lack of consistency. Jurisdiction is a major problem. On some issues - such as collecting bounties - there appears to be a separating of jurisdictions. And yet, in other areas - such as allegiance, military, etc. - there is no consistency. A player is *not* required to pledge allegiance to a specific Superpower, and can freely build up ranks in either military. At the same times as building up ranks in the Federation, the player can be PLEDGED to a Power belonging to the Empire or some other faction (pretty ridiculous). Yet, in law enforcement, suddenly there are jurisdictional issues at play... On the one hand the player is a citizen of the universe, but on matters of crime they are subject to jurisdictions... This is crazy.

What needs to happen, in my opinion, is that players must become aligned with certain Powers or factions - which then debars the player from participating in activities belonging to the other Powers/Factions (perhaps with some other means of obtaining rank - honorary awards, financial contributions...). Of course, a player must be able to defect - much like it's possible to do so in Power-Play. The consequences of a defection will be loss of all rank and titles (and loss of access to buying certain ships), and a lengthy period of real time before the player can defect again to an opposing power. Frontier has done a bit of a bodge-job by trying to implement this sort of mechanism into Power-play... Ultimately, this, and other things, are what has led to all sorts of problems.

ELITE: DANGEROUS - SINGLE PLAYER OR MULTIPLAYER?

It appears to me that this issue surrounding the KWS comes back to an issue that has long been debated - is Elite a single player game or multiplayer (MMO) game? The reality is that Elite: Dangerous is built upon the foundations or Frontier Elite and Frontier First Encounters. The crime system from these single player games is pretty much what was brought into Elite: Dangerous. I believe I'm right in stating that Elite: Dangerous was originally going to be a single player game, and this is clearly reflected in the state of the game as it is today. The Kill Warrant Scanner, as has been highlighted sufficiently by other comments, was clearly designed for a single player (Player v Environment) game.

Frontier, for various reasons, opted to go for a game design that sought to appeal to those who desired a single player experience, and others who wanted a multiplayer experience. Instead of providing a single player game with access to multiplayer servers, Frontier chose to market Elite: Dangerous as an MMO (with optional Solo mode). It appears, from what I've seen, that Frontier didn't bother to change much of the game mechanics to transform it into a multiplayer experience - it still pretty much plays like a single player game.

However, it looks like Frontier are now in the process of trying to shape Elite: Dangerous into a proper MMO (while still trying to cater to all, and please everyone - no clear vision for the direction of the game - the loudest voices of complaint win the day) - with the right mechanics to deal with all the issues that come with having PvP. This, inevitably, leads to conflict - between those who want the single player experience in Solo, and the others who prefer to play in Open. Which mode wins out in the end? Frontier must decide whether they want to continue the game as an MMO, or revert to it being purely Solo - single player. It's probably not plausible for Frontier to revert to a true single player game after all of this time and investment. Therefore, the multiplayer - Open - will probably win the day. Perhaps the time has come for Solo to be completely abolished, permitting only one play method - Open.
 
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The PVP and PVE utilities of this module need to be separated - KWS don't feature in my pvp builds (mainly since I usually don't win the fights anyway!) and in PVE, these changes would make using one more of a faff, because you'd have to zap your target multiple times, whilst marginalising the difference they make - you need to find a way of getting the pvp characteristics you want the KWS to have without making it a clunky, half-baked mess to use in PVE - that would represent a retrograde step compared to how it works now.

Imagine if your train company insisted that, as of next week, if your regular journey had 13 stops along the way, that you now had to buy 13 tickets, in 13 individual transactions, to cover each stage of the journey - I realise the analogy doesn't exactly hold, but in terms of illustrating the overall pointlessness of it, that's kind of how this proposal seems to me.
 
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I feel like there's such a simple solution everyone's missing.

Keep all the changes as originally suggested by OP. Make it so that NPCs in PvE spawn with the bounties they normally do when they're not KWSed yet. Make it so that that the collective total of all bounties (including the one on them now) is added together into one single bounty from another system that the KWS can detect.

Boom. Same profit margins for KWS in PvE, functionality PvPers want for PvP. Everyone's happy!

Story-wise, maybe the NPCs have high bounties elsewhere because they were pirating those RESes really good, worked up a huge bounty on themselves, got worried about the cops, and happened to come over here as a result.


EDIT: To be clear, I'm suggesting that NPC ships get two bounties assigned to them; one from the current system that a basic scan picks up, and another from another system that the KWS picks up. The second bounty is generated by pretending to make bounties using the current scheme that's in place with 2.4, then adding the total payout of those imaginary bounties up, adding the payout of the current-system bounty to that total, and then assigning a new real bounty of that value that appears to come from a different system.
 
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I feel like there's a thread someone hasn't read.


It's. Not. Just. About. The. Credits.

300+ posts, most of them saying exactly that, yet still people pop up with the "just buff the creds" posts...i mean sure I don't expect anyone new to this to read even 1/3 of the existing posts, but they could at least read the last page surely?
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?
 
Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

Looks about right to me.
 
Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

That's about it, I think.
 
Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

Looks like just about everything is covered - except that many would like to see the proposed Interstellar Bounties be maintained in the new system as it allows for the case of "Wanted for crimes against the Federation/Empire/Alliance/Humanity" for those that want to Roleplay a Terrorist.
 
Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

Looks good.

D specifically I think it's my most concerning as it basically makes Anarchy systems free havens for criminals with no way for players to hunt for bounties in those systems, NPC or player. Anarchy should be more suitable for criminals, but they shouldn't be able to completely hide here from determined bounty hunter (especially for NPC bounty hunting)
 
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D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

I think everything is there.

on this point D, is not that the intended effect ? it seems obvious to me that we must give the criminal a little respite.

a criminal who does not have notoriety should not be constantly pursued and destroyed by bounty hunters.. a small non-murderous criminal should be quieter than a criminal with notoriety.. for them I find it normal that he finds respite in an anarchies system.

a suggestion might be to incorporate a police (international search list) like "interpol", that is to say a directory where the most serious criminals (murderer) or with a high level of notoriety are constantly sought by bounty hunters despite the borders.

because murderous criminals with notoriety are also dangerous for other more less aggressive criminals.
 
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Hello Commanders!

Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

[snip]


Have I missed anything?

Yes.

The revised system (where only the single highest bounty is revealed) no longer "feels" as much like bounty hunting. In the old system, where using the KWS would expose ALL the target's bounties from a variety of different systems, it made the bounty hunter feel like they'd truly discovered something about their prey, it made the NPC feel more real (that they had a life beyond our little 2 minute encounter in this system and had been travelling around for some time commiting crimes in other systems too) and it gave the bounty hunter a reason to travel (visiting those others systems in order to claim those additional bounties - or visiting Interstellar Factors to broker them at a loss).

I get a sense that you simply don't "get" this aspect of Elite: Dangerous. It's that slightly intangible roleplay element, so beautifully illustrated by pilots such as Isinona and for me it's the MOST important part of the game. The KWS is not a button you press to earn money, or rep - it's a scanner which you use to find out more about a suspect's space ship - where they've been, what they've been doing and who they're wanted by. The original KWS functionality was designed. The new KWS functionality is a reaction to changes in the C&P system. To really work it still needs to feel designed.

P.S. I'm not saying it won't be - I'm just saying, in terms of the "major issues folks have with the current 3.0 KWS" you missed out the most important one for me.
 
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The Kill Warrant Scanner could have been the perfect tool to illustrate what it actually means to be a part of the prestigious Pilots' Federation - and in my opinion, the proposed changes here are wasting a golden opportunity to add a much-needed slice of depth and characterisation to our game.

Imagine : you're a Commander. Only members of the Pilots' Federation are allowed to carry that honorific. And as David Braben himself has said, only players can be CMDRs, never the NPCs. It's a hard fact that CMDRs are quite literally on a different playing field from the jobbing NPCs in the galaxy. CMDR-only mission boards at stations are filled with eager mission-givers competing for our attention, and all because we are members of the Pilots' Federation.

And yet...

There is literally nothing in the game to indicate this to the player. With the exception of the lore flavour text tourist beacons actually within the Shinrarta Dezhra system itself (which you can only access either as a backer of the game's Kickstarter, or once you've achieved an Elite rank in game) players are left completely in the dark as to why all these mission givers are offering these gigs, or what role the Pilots' Federation plays in galactic affairs.

So how could the Kill Warrant Scanner help change this?

By actually making it an Official Pilots' Federation Kill Warrant Scanner.

By which I mean one that allows CMDRs to act as galactic FBI, able to cross jurisdictions in legal pursuit of wrongdoers. Why else would everyone want to hire us for jobs anyway if it's not for the special leeway accorded members of the Pilots' Federation in completing tasks that either fall into grey areas in legal terms, or are so bound in bureaucratic red tape that an external agency is required to get the job done?

For me, it's simple common sense that the KWS CMDRs use should give them the ability to scan NPC ships for all bounties, anywhere, regardless of jurisdiction or local system state or government (i.e. CMDRs should be able to scan NPCs in anarchy systems and see the bounties on them - no matter where those bounties come from). This would grant CMDRs at least a feel of why everyone in the galaxy seems to want to hire them rather than Joe NPC instead. I mean, isn't this what being a member of the Pilots' Federation, a CMDR, is all about?

And when it comes to KWScanning other players, a different set of rules should apply - obviously, because all players are CMDRs, and I'm talking about a dedicated Pilots' Federation KWS here.

The Pilots' Federation takes a dim view of its members attacking each other for no reason (this has been reiterated many times by David Braben), but it seems perfectly logical to me that the Pilots' Federation would tolerate bounties accrued by CMDRs for attacking NPCs because that often comes with the territory of accepting the 'grey area' jobs I mentioned above. So it would be pure hypocrisy on the Pilots' Federation's part if CMRs were allowed to go around shooting each other for the sake of a 500cr bounty from scanning a private data beacon for instance.

So what I'm proposing is simply this :

-------------------------------------
1. When used on an NPC, a Pilots' Federation Kill Warrant Scanner would show all bounties the NPC carries, regardless of geo-political and system boundaries, and legitimise attack on such an NPC if any bounties are found. Local bounties could then be claimed locally, Superpower bounties could be claimed at a station where said Superpower was the dominant faction, and (and this is the different bit, the Pilots' Federation special bit) all other non-local, non-Superpower bounties would be claimed via a 'contact Pilots' Federation' option at a station.


2. When used on a fellow CMDR, a Pilots' Federation Kill Warrant Scanner would only show bounties accrued as a result of attacking CMDRs, and specifically NOT bounties accrued from attacking NPCs. Because as I say, what a fellow CMDR gets up to with NPCs is none of another CMDR's business really. But the Pilots' Federation doesn't like its members attacking each other, so if CMDRs do attack each other, then it does become your business. Because it's better all round for the Pilots' Federation if it can keep things 'in the family' so to speak. After all, if word got out that CMDRs were shooting each other all the time, it would undermine the Pilots' Federation's position as the 'go to guys' for all those tough and/or sensitive jobs, wouldn't it? Basically, it means if you've attacked a fellow CMDR you become wanted by the Pilots' Federation - and ONLY by the Pilots' Federation. As such, if you were to destroy a Pilots' Federation wanted ship, you'd have to go to a Pilots' Federation contact to inform them the wrongdoer has been smacked and claim the CMDR bounty.

-------------------------------------



For the TL;DR folk, my proposed Pilot's Federation Kill Warrant Scanner would do this :


If you scan an NPC, you see all bounties, even in anarchies, and can shoot said NPC with impunity.
If you scan a CMDR, you only see if they're wanted by the Pilots' Federation itself as a result of them having destroyed other CMDRs' ships. Such bounties can only be claimed at Pilots' Federation contacts.
 

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?


Supposing in an Anarchy system, the KWS looked at the last bounty you cashed, which say was paid by a Fed alligned jurisdiction. Based on that it will then display any Fed payable bounties on ships you scan in that Anarchy system. The same would apply for Indy and Imperial if they paid you your last bounty.

I just thought it wouldn't be a bad thing to still be able to do some bounty hunting in an Anarchy system.
 
The Kill Warrant Scanner could have been the perfect tool to illustrate what it actually means to be a part of the prestigious Pilots' Federation - and in my opinion, the proposed changes here are wasting a golden opportunity to add a much-needed slice of depth and characterisation to our game.

Imagine : you're a Commander. Only members of the Pilots' Federation are allowed to carry that honorific. And as David Braben himself has said, only players can be CMDRs, never the NPCs. It's a hard fact that CMDRs are quite literally on a different playing field from the jobbing NPCs in the galaxy. CMDR-only mission boards at stations are filled with eager mission-givers competing for our attention, and all because we are members of the Pilots' Federation.

And yet...

There is literally nothing in the game to indicate this to the player. With the exception of the lore flavour text tourist beacons actually within the Shinrarta Dezhra system itself (which you can only access either as a backer of the game's Kickstarter, or once you've achieved an Elite rank in game) players are left completely in the dark as to why all these mission givers are offering these gigs, or what role the Pilots' Federation plays in galactic affairs.

So how could the Kill Warrant Scanner help change this?

By actually making it an Official Pilots' Federation Kill Warrant Scanner.

By which I mean one that allows CMDRs to act as galactic FBI, able to cross jurisdictions in legal pursuit of wrongdoers. Why else would everyone want to hire us for jobs anyway if it's not for the special leeway accorded members of the Pilots' Federation in completing tasks that either fall into grey areas in legal terms, or are so bound in bureaucratic red tape that an external agency is required to get the job done?

For me, it's simple common sense that the KWS CMDRs use should give them the ability to scan NPC ships for all bounties, anywhere, regardless of jurisdiction or local system state or government (i.e. CMDRs should be able to scan NPCs in anarchy systems and see the bounties on them - no matter where those bounties come from). This would grant CMDRs at least a feel of why everyone in the galaxy seems to want to hire them rather than Joe NPC instead. I mean, isn't this what being a member of the Pilots' Federation, a CMDR, is all about?

And when it comes to KWScanning other players, a different set of rules should apply - obviously, because all players are CMDRs, and I'm talking about a dedicated Pilots' Federation KWS here.

The Pilots' Federation takes a dim view of its members attacking each other for no reason (this has been reiterated many times by David Braben), but it seems perfectly logical to me that the Pilots' Federation would tolerate bounties accrued by CMDRs for attacking NPCs because that often comes with the territory of accepting the 'grey area' jobs I mentioned above. So it would be pure hypocrisy on the Pilots' Federation's part if CMRs were allowed to go around shooting each other for the sake of a 500cr bounty from scanning a private data beacon for instance.

So what I'm proposing is simply this :

-------------------------------------
1. When used on an NPC, a Pilots' Federation Kill Warrant Scanner would show all bounties the NPC carries, regardless of geo-political and system boundaries, and legitimise attack on such an NPC if any bounties are found. Local bounties could then be claimed locally, Superpower bounties could be claimed at a station where said Superpower was the dominant faction, and (and this is the different bit, the Pilots' Federation special bit) all other non-local, non-Superpower bounties would be claimed via a 'contact Pilots' Federation' option at a station.


2. When used on a fellow CMDR, a Pilots' Federation Kill Warrant Scanner would only show bounties accrued as a result of attacking CMDRs, and specifically NOT bounties accrued from attacking NPCs. Because as I say, what a fellow CMDR gets up to with NPCs is none of another CMDR's business really. But the Pilots' Federation doesn't like its members attacking each other, so if CMDRs do attack each other, then it does become your business. Because it's better all round for the Pilots' Federation if it can keep things 'in the family' so to speak. After all, if word got out that CMDRs were shooting each other all the time, it would undermine the Pilots' Federation's position as the 'go to guys' for all those tough and/or sensitive jobs, wouldn't it? Basically, it means if you've attacked a fellow CMDR you become wanted by the Pilots' Federation - and ONLY by the Pilots' Federation. As such, if you were to destroy a Pilots' Federation wanted ship, you'd have to go to a Pilots' Federation contact to inform them the wrongdoer has been smacked and claim the CMDR bounty.

-------------------------------------



For the TL;DR folk, my proposed Pilot's Federation Kill Warrant Scanner would do this :


If you scan an NPC, you see all bounties, even in anarchies, and can shoot said NPC with impunity.
If you scan a CMDR, you only see if they're wanted by the Pilots' Federation itself as a result of them having destroyed other CMDRs' ships. Such bounties can only be claimed at Pilots' Federation contacts.

this +10000000 rep
 
I think everything is there.

on this point D, is not that the intended effect ? it seems obvious to me that we must give the criminal a little respite.

a suggestion might be to incorporate a police (international search list) like "interpol", that is to say a directory where the most serious criminals (murderer) or with a high level of notoriety are constantly sought despite the borders.

I'd have thought criminality being tied to a "hot" ship instead of a specific commander created that respite. A hot ship IMO should still be punishable in any jurisdiction, it's just not as easy to identify when not in a wanted jurisdiction, which is kind of the why the KWS existed in the first place. Remember a KWS isn't going to find anything on a clean ship.
 
Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.

Umm.... sorry to pull you up here, but that's not technically correct. To gain control you have to get the most influnence, but you can drop to second or even lower place and retain control.

For example, right now in G 122-60 the Ancients of Mumu have the most influence but we are not the controlling faction. We are currently in an election with the third place faction. Once that is over, we will still need to match influence with the controlling faction who are in second place to gain control of the system.

IF the code you are working on goes off who has the most influence rather than the who is in control, then there will be bugs.
 
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