Proposal Discussion Kill Warrant Scanner Feedback

Sandro Sammarco

Lead Designer
Frontier
Hello Commanders!

The Kill Warrant Scanner as a tool for PvP is interesting. We prefer to not have special rules for players versus the rest of the world when possible, which is why we've removed the Pilot's Federation bounty in the crime update. There are factional jurisdictions which govern law and that's all a pilot should worry about. We don't really want to undermine the primacy of factional law if possible. Not that it's a bad idea though, just different.

It's also worth noting that it's not that we have an issue with the claimant obtaining multiple bounties for destroying a target vessel (after all, this is the case in 2.4). What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions, plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss). These two elements currently stand in opposition to the way that the crime update works.

We have some choices. We could just say "it's a game, when you respawn, you pay all associated legal costs, even if it doesn't make complete sense). Doing this would allow us to keep the Kill Warrant scanner pretty much identical to how it currently functions. We'd also be saying, "receive multiple faction bounties against your ship at your peril - you'll pay for all of them when the Kill Warrant Scanner comes a callin', and they never expire.

The serving suggestion that I proposed in this thread was a different take on the philosophy of the Kill Warrant scanner, making it (as someone rightly pointed out earlier in the thread) more of a way for bounty hunters to police factional domains rather than hunt criminals in anarchies. In many ways, it's extremely neat, logical and consistent. However, it is changing the meaning of what the Kill Warrant scanner means, and it clearly does not allow folk to play the game in the same way that is currently possible in 2.4. Whilst we can address most of the issues with this idea (we can more or less ensure that folk wanting lots of rep and credits, and tactical rep/influence choices get them), the one element that does not fare so well is the Commander wishing to support a single faction in a system when it does not share the same superpower alignment as the controlling faction (basically, you'd have t look for nearby systems for appropriate bounties).
 
Sandro, maybe OT but how does Archon Delaines bounty reduction bonus at rank 5 fit in here? (Bounties incurred reduced by 100% in controlled system)
 
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Hello Commanders!

The Kill Warrant Scanner as a tool for PvP is interesting. We prefer to not have special rules for players versus the rest of the world when possible, which is why we've removed the Pilot's Federation bounty in the crime update. There are factional jurisdictions which govern law and that's all a pilot should worry about. We don't really want to undermine the primacy of factional law if possible. Not that it's a bad idea though, just different.

It's also worth noting that it's not that we have an issue with the claimant obtaining multiple bounties for destroying a target vessel (after all, this is the case in 2.4). What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions, plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss). These two elements currently stand in opposition to the way that the crime update works.

We have some choices. We could just say "it's a game, when you respawn, you pay all associated legal costs, even if it doesn't make complete sense). Doing this would allow us to keep the Kill Warrant scanner pretty much identical to how it currently functions. We'd also be saying, "receive multiple faction bounties against your ship at your peril - you'll pay for all of them when the Kill Warrant Scanner comes a callin', and they never expire.

The serving suggestion that I proposed in this thread was a different take on the philosophy of the Kill Warrant scanner, making it (as someone rightly pointed out earlier in the thread) more of a way for bounty hunters to police factional domains rather than hunt criminals in anarchies. In many ways, it's extremely neat, logical and consistent. However, it is changing the meaning of what the Kill Warrant scanner means, and it clearly does not allow folk to play the game in the same way that is currently possible in 2.4. Whilst we can address most of the issues with this idea (we can more or less ensure that folk wanting lots of rep and credits, and tactical rep/influence choices get them), the one element that does not fare so well is the Commander wishing to support a single faction in a system when it does not share the same superpower alignment as the controlling faction (basically, you'd have t look for nearby systems for appropriate bounties).

@Sandro

Thanks for the feedback. While I cannot and do not assume to speak for everyone here, I can state that I personally like the Interstellar Bounties and the concept that they can make someone unwelcome within the entire sphere of a political organizations space. I also have no problem with Bounties that are brought to bear (through the KWS) of having the possible side effect of bankrupting the truly notorious - as bounties this large are probably the result of having done the same or similar to another Commander.

As for the rep/cash conundrum - what if claiming the bounty at an IF not only reduces the payout (due to price) but also removes the individual rep gain for the bounty being claimed. This would fit with the lore as the bounty is being claimed through "extra-judicial" means so while it is appropriate and understandable that the cash would change hands, the rep/inf gain cannot (nor should it since using an IF) be traced back to any given individual.

In any event, I was fine with the KWS presented in Beta, and the solutions you are suggesting show that you are at least trying to accommodate multiple competing requests.

Good luck to you in your efforts...
 
Hi Sandro... I am sure you will already have seen it but i think you should consider the below post. imo it paints a good picture of a system which could work well, and fit logically into lore as well (post by Turjan)


https://forums.frontier.co.uk/showthread.php?p=6426701&viewfull=1#post6426701

Turjan has obviously put a lot of thought into his post, but I don't like the idea of the Pilots Federation as a galactic FBI, or my Commander being some special agent operative pulling the strings. I'd go play Drox Operative again if I wanted that. For me, it goes against the lore of us being no more special than any other pilot. If so, why do NPCs have Pilot's Federation-alike combat ratings? Are they members of the Unpilots' Federation?
 
Hello Commanders!

The Kill Warrant Scanner as a tool for PvP is interesting. We prefer to not have special rules for players versus the rest of the world when possible, which is why we've removed the Pilot's Federation bounty in the crime update. There are factional jurisdictions which govern law and that's all a pilot should worry about. We don't really want to undermine the primacy of factional law if possible. Not that it's a bad idea though, just different.

It's also worth noting that it's not that we have an issue with the claimant obtaining multiple bounties for destroying a target vessel (after all, this is the case in 2.4). What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions, plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss). These two elements currently stand in opposition to the way that the crime update works.

We have some choices. We could just say "it's a game, when you respawn, you pay all associated legal costs, even if it doesn't make complete sense). Doing this would allow us to keep the Kill Warrant scanner pretty much identical to how it currently functions. We'd also be saying, "receive multiple faction bounties against your ship at your peril - you'll pay for all of them when the Kill Warrant Scanner comes a callin', and they never expire.

The serving suggestion that I proposed in this thread was a different take on the philosophy of the Kill Warrant scanner, making it (as someone rightly pointed out earlier in the thread) more of a way for bounty hunters to police factional domains rather than hunt criminals in anarchies. In many ways, it's extremely neat, logical and consistent. However, it is changing the meaning of what the Kill Warrant scanner means, and it clearly does not allow folk to play the game in the same way that is currently possible in 2.4. Whilst we can address most of the issues with this idea (we can more or less ensure that folk wanting lots of rep and credits, and tactical rep/influence choices get them), the one element that does not fare so well is the Commander wishing to support a single faction in a system when it does not share the same superpower alignment as the controlling faction (basically, you'd have t look for nearby systems for appropriate bounties).

I think your basic issue here is where 'justice is served'.
The bounty hunter thinks that they delivered justice on behalf of all jurisdictions where the perp. was wanted - the detention center where the perp. gets revived is irrelevant to them and also completely irrelevant for NPC perps.

The job of bringing justice within a factional jurisdiction is primarily one for the NPC Authorities, not players.
The whole point of the KWS is that it is a cross-jurisdictional tool.
 
It's also worth noting that it's not that we have an issue with the claimant obtaining multiple bounties for destroying a target vessel (after all, this is the case in 2.4). What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions, plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss). These two elements currently stand in opposition to the way that the crime update works.

yes this is a problem, a blow to ruin the criminals, do not remember that lol.

The serving suggestion that I proposed in this thread was a different take on the philosophy of the Kill Warrant scanner, making it (as someone rightly pointed out earlier in the thread) more of a way for bounty hunters to police factional domains rather than hunt criminals in anarchies.

that's very good I think..

In many ways, it's extremely neat, logical and consistent. However, it is changing the meaning of what the Kill Warrant scanner means, and it clearly does not allow folk to play the game in the same way that is currently possible in 2.4.

and this does not bother me at all, as long as something is indicated in play to understand the new functioning,

the one element that does not fare so well is the Commander wishing to support a single faction in a system when it does not share the same superpower alignment as the controlling faction (basically, you'd have t look for nearby systems for appropriate bounties).

it's a problem, but how to fix it.. wait i'm looking for some revolutionary stuff lol
 
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Personally I like the touch of realism when you only get the bounty for the fraction you are in, that said there should be reward for all the other bounties.. My 2p would say the rules standard as per the beta KWS however, bounties outside the current faction do not get the credit rewards (after-all that would mean one fraction is encroaching on another fractions area/laws - and neither side would condon that) - however, instead of the standard bounty (the CMDR) as rewards would get double the reputation in the alternate factions - after all they have taken the risk of running afoul of the local laws in the name of said faction.
 
I think your basic issue here is where 'justice is served'.
The bounty hunter thinks that they delivered justice on behalf of all jurisdictions where the perp. was wanted - the detention center where the perp. gets revived is irrelevant to them and also completely irrelevant for NPC perps.

The job of bringing justice within a factional jurisdiction is primarily one for the NPC Authorities, not players.
The whole point of the KWS is that it is a cross-jurisdictional tool.

Myself I like the idea that the KWS would only see what is available in the super power jurisdicton. It makes being a freedom fighter in Alliance or Fed space for the Empire something you can do. If the KWS just scans every bounty no matter where you are and you can then kill them, then that way of playing (which sounds pretty good) is not possible.

I think the jursidictional bounties are a good roleplay step to be honest. All that needs doing is being able to roll all the bounties together in that jurisdiction and be able to cash them all in, not just the top one, have that as the KWS use. Also have it the if you KWS a ship in fed space and it has fed bounties you can attack it no matter where you are. Basically as it was before but only works for each jursidiction. Why would an empire detention centre care about the bounties the player/NPC has accrued in fed or alliance space. They won't. As for player commanders that have all that bounty, that is the risk they take. They need to pay it all off or lose their ship.

This could also open up gameplay for border patrols on the lookout for hot ships from other jurisdictions.

For anarchy systems though, that may need some work or have it that it doesn't work in anarchies. Have it that the KWS comms relays are not operational in anarchies as the pirates have closed them down, or something like that.
 
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I did not quite understand your whole message, you used words too complicated, the translator made me crazy (no it's ok I read it 3 times lol).

however the word FBI as Interpol (what i have written) font are not really fair, it is here the bounty hunters (a way of playing) which acts as "police" in the anarchic system for example.

actually the police is not in question here it is the use of KWS and the possibility for the bounty hunters to take over or the police do not exist.. and/or be able to make profits in the anarchic system.

FBI in the description previously used by another poster was like "super cops" IE they can go across states in the US, cutting across different local jurisdictions. But that's not us in game.

In game we are more like Dog the Bounty Hunter, we can go where in the US we like, we can bring in the bounties we like, but we still aren't cops. People hire us because we are good, or because the police haven't the resources etc. But still doesn't make us cops
 

Sandro Sammarco

Lead Designer
Frontier
Hello Commander MadDogMurdock!

I think your basic issue here is where 'justice is served'.
The bounty hunter thinks that they delivered justice on behalf of all jurisdictions where the perp. was wanted - the detention center where the perp. gets revived is irrelevant to them and also completely irrelevant for NPC perps.

The job of bringing justice within a factional jurisdiction is primarily one for the NPC Authorities, not players.
The whole point of the KWS is that it is a cross-jurisdictional tool.

You're right, an issue is where "justice is served".

However, it does apply to Commanders as well as NPCs - they run into the same issue (actually it's worse, as we could define the issue away if it was only NPCs, by never mixing super power bounties on them).

Also, cross-jurisdictional does not necessarily mean all-jurisdictional.
 
The Pilots Federation control the pilots not unlike the Spacing Guild in Dune does.

Call me masochistic, but I'd love it so players get wiped out financially if they are stung for multiple killings. My old playstyle was simply being my own law killing hundreds of ships to alter the BGS and I expected nothing less than to win big or die trying. Since credits are easy to get, engineering is easy to attain and you can swap ships Bruce Wane Batman style maybe the most despotic crime lords should be subject to financial obliteration.

It would be the ultimate survival mode; how long could you last? How desperate would you get to cling onto your billions and exquisite modules?

I have long supported the Pilots Federation simply expelling members who kill other members who aren't wanted (or pledged to an opposing power). This would mean no more insurance, death = full cost of ship replacement. If you ask me it is a heck of a lot simpler than the massivly overcomplicated system that's soon to be incommming!
 
Hello Commanders!

The Kill Warrant Scanner as a tool for PvP is interesting...

Er, surely *all* the tools in the game are supposed to be utilised for PvP - unless I'm missing something... (Oh yeah, Solo..)

There are factional jurisdictions which govern law and that's all a pilot should worry about. We don't really want to undermine the primacy of factional law if possible...

There's a lot of work to do to sort out the jurisdictional mess that currently exists in Elite: Dangerous - other parts of the game have serious issues in the area of jurisdiction. Otherwise, I, for one, agree with this statement.

What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions...

With the new notoriety stat that is due to be implemented, I would have hoped to have seen introduced, when a Commander hits 10, that this would trigger a galaxy wide bounty (the KWS then collecting *all* bounties from every jurisdiction due to the destruction of this notorious criminal). Under those circumstances - when a Commander has reached such a high level of notoriety - all parties and factions would desire to see such a criminal apprehended.

Of course, this would probably also necessitate some means of distinguishing between crimes that opposing Superpowers support (probably already achieved through Power crimes and bounties), and crimes that when committed by, for example, a Commander aligned to the Empire, even the Empire wouldn't outwardly support - the crime then adding to notoriety with the Empire (this might possibly necessitate the need for a separate notoriety measures for all of the Factions/Superpowers in the game...).

...plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss).

From what I've read, it appears that most of the complainers on the forum with issues over the change allegedly play in Solo. Therefore, if that's true - and you seemingly acknowledging (if I interpreted your previous statement correctly) that the KWS isn't really a PvP tool, then this concern - ship loss, etc. - isn't going to be much of a problem. Do it!

We have some choices. We could just say "it's a game, when you respawn, you pay all associated legal costs, even if it doesn't make complete sense). Doing this would allow us to keep the Kill Warrant scanner pretty much identical to how it currently functions. We'd also be saying, "receive multiple faction bounties against your ship at your peril - you'll pay for all of them when the Kill Warrant Scanner comes a callin', and they never expire.

The forum members seem to be demanding this - I suggest you give it to them! Make Elite DANGEROUS!
 
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Sandro Sammarco

Lead Designer
Frontier
Hello Commander Max Factor!

Myself I like the idea that the KWS would only see what is available in the super power jurisdicton. It makes being a freedom fighter in Alliance or Fed space for the Empire something you can do. If the KWS just scans every bounty no matter where you are and you can then kill them, then that way of playing (which sounds pretty good) is not possible.

I think the jursidictional bounties are a good roleplay step to be honest. All that needs doing is being able to roll all the bounties together in that jurisdiction and be able to cash them all in, not just the top one, have that as the KWS use. Basically as it was before but only works for each jursidiction. Why would an empire detention centre care about the bounties the player/NPC has accrued in fed or alliance space. They won't. As for player commanders that have all that bounty, that is the risk they take. They need to pay it all off or lose their ship.

This could also open up gameplay for border patrols.

A large part of me agrees, hence the revised proposal. However, such a change would make it very difficult to support a faction via bounty hunting if it was aligned to a different superpower than the faction controlling the system (basically, the KWS would never reveal bounties issued by the non-controlling faction).

In addition, anarchies become safe havens for criminals, as there's no superpower aligned with anarchy jurisdictions. Whilst there is a reasonable logic to this, it's a pretty significant change.
 
If you live by the sword you should die by it- think of Scarface at the end. When you go out historic this is what should happen....brutal, catastrophic and game changing.

But thats just me. I've got to a stage in the game where no loss really matters and this Jenga mode would add napalm levels of spice.
 
Myself I like the idea that the KWS would only see what is available in the super power jurisdicton. It makes being a freedom fighter in Alliance or Fed space for the Empire something you can do. If the KWS just scans every bounty no matter where you are and you can then kill them, then that way of playing (which sounds pretty good) is not possible.

I think the jursidictional bounties are a good roleplay step to be honest. All that needs doing is being able to roll all the bounties together in that jurisdiction and be able to cash them all in, not just the top one, have that as the KWS use. Basically as it was before but only works for each jursidiction. Why would an empire detention centre care about the bounties the player/NPC has accrued in fed or alliance space. They won't. As for player commanders that have all that bounty, that is the risk they take. They need to pay it all off or lose their ship.

This could also open up gameplay for border patrols.

For anarchy systems though, that may need some work or don't have it that it works in anarchies. Have it that the KWS comms relays are not operational as the pirates have closed them down, or something like that.

Just having a bounty shouldn't fully legitimize a kill. I think that part of the proposal, limiting that legitimization to the controlling faction's superpower is fine.
I still think that the whole basis of the refactoring is unnecessary based on the flawed idea that the KWS is a significant part of PvP gameplay.

I'd go as far as to guess that more than 99% of PvP kills do not involve use of the KWS and that more than 99% of KWS use is on NPCs.
Completely redesigning a piece of kit based on such a minimal edge case is the problem here.

To be honest, I'd go as far as to completely separate the idea that the bounties that the bounty hunter receives should correspond exactly to the punishment the criminal receives.
There may be exploits available by unlinking the two aspects but those would be far easier to resolve than trying balance the edge case that is KWS use in PvP.
 
Hello Commander Max Factor!



A large part of me agrees, hence the revised proposal. However, such a change would make it very difficult to support a faction via bounty hunting if it was aligned to a different superpower than the faction controlling the system (basically, the KWS would never reveal bounties issued by the non-controlling faction).

In addition, anarchies become safe havens for criminals, as there's no superpower aligned with anarchy jurisdictions. Whilst there is a reasonable logic to this, it's a pretty significant change.

Surely those factions are still in Fed space though (even though they may be backed empire factions) and therefore the bounty still applies. Have it tied to Fed / Empire / Alliance / Independent space. So no matter who the faction supports if crime/bounty is done in federation space it is therefore payable by the federation. It is their security services that are not doing a good enough job afterall.

Just having a bounty shouldn't fully legitimize a kill. I think that part of the proposal, limiting that legitimization to the controlling faction's superpower is fine.
I still think that the whole basis of the refactoring is unnecessary based on the flawed idea that the KWS is a significant part of PvP gameplay.

I'd go as far as to guess that more than 99% of PvP kills do not involve use of the KWS and that more than 99% of KWS use is on NPCs.
Completely redesigning a piece of kit based on such a minimal edge case is the problem here.

To be honest, I'd go as far as to completely separate the idea that the bounties that the bounty hunter receives should correspond exactly to the punishment the criminal receives.
There may be exploits available by unlinking the two aspects but those would be far easier to resolve than trying balance the edge case that is KWS use in PvP.

I'm not thinking about PvP at all but PvE. From what I gather the bounty hunter amount is only the bounty. What the perpetrator pays could be higher depending on notoriety or is that PvP only, is so it shouldn't be.
 
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Something of a random thought for which I haven't thought through all the consequences, but what if the KWS revealed bounties as a reward based on your standing with factions rather than as solely a method by which to gain reputation.

Something along the lines of:
- Reveals all bounties for local factions that you are Cordial or better with.
- Reveals superpower bounties where you are Friendly or better with the superpower aligned with the controlling local faction.
- Reveals bounties for the PP power to which you are pledged (is this a thing?)
- Reveals all bounties for non-local factions that you are Allied with that are aligned with the controlling local faction.

The lore around this would be that the KWS doesn't query a galaxy-wide database, but instead the local one, with access levels based on your standings, with local and superpower data sharing for the controlling faction.
If you are Unfriendly or worse with the local controlling faction, you have no KWS access.
This might also give a reason for Anarchies being a safe space for bad guys because the controlling faction wouldn't have a KWS database.
As a bonus, it also brings one module back closer in line with an Elite principle that I personally believe should be stuck to more broadly - nothing travels faster than a pilot in a ship.

This would still be a nerf but it's one that generates a Bounty Hunter career with a reason to travel around broadly gaining rep. and would reward being reknowned in the local area with good rep. across the board.
Conversely, it would also be a detriment to those who garner negative rep. with factions, making it a force multiplier when it comes to role playing.
You couldn't suddenly switch from pirating a faction to handing in bounty claims with the same faction, you'd have to restore your rep by other means first.
You could also role play the whole Fed. v Imperial thing, pirating one while claiming bounties for the other.

NPC bounty hunters could also have these varying access levels according to their combat rank - with higher ranked NPCs more likely to have broader KWS access.

The access levels might also be tweaked based on BGS state.
E.g. During a Lockdown, all access restrictions are lifted - they just want the bad guys dead, no questions asked.

I think the main thing I'm missing is a KWS mechanism for uncontrolled systems - perhaps returning any Allied faction bounties would work there but it bends the lore on how it should work.

I can't help but come back to this idea.
If we're insisting on a jurisdictional basis for the KWS, providing ways to earn additional bounties through good rep. in the area would be great.
 
Hello, Turjan. :)

I can appreciate the case you've made, but I'm not convinced.

[...] 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 [...]

That leeway may have made sense at the start of Elite: Dangerous, but I think not so much these days. People react to what they see - and as an in-game faction, we have not conducted ourselves well. Far too many of us are criminals, murderous sociopaths and general screw-ups - and regardless of the reason, we have not policed ourselves. Insofar as our NPC associates can be said to have any feelings at all, they seem highly unlikely to feel the same level of respect for us as they did in 3301.

We're a significant source of wealth and power for the galaxy. We're also a significant source of random murder and failed missions. Their current attitude towards us should be ambivalent, at best.

Even set against the general NPC backdrop of corporate corruptions and atrocities, the mess we make is outstanding, at times. No self-respecting evolving narrative should ignore that - and the incoming C&P updates suggest the NPCs are more than a little bit tired of watching us cause mayhem throughout the bubble.

[...] when it comes to KWScanning other players, a different set of rules should apply [...]

Hmm... I find the arguments for this to be uncompelling. If we're allowed to obliterate NPC ships over the most trivial of bounties, it seems hypocritical to ask for better treatment ourselves, whether that treatment comes from NPCs or other players. FD can certainly give us that special status, if they want, but I don't think such expressions of unearned privilege are healthy or desirable.

If the argument were for better treatment for everyone - players and NPCs alike - then that would be a different story. :)
 
It's also worth noting that it's not that we have an issue with the claimant obtaining multiple bounties for destroying a target vessel (after all, this is the case in 2.4).
OK, that comes as quite a surprise. I'd assumed that was the sticking point. So we could still get multiple bounties (from different factions) from one target? Well that would be amazing. Surely that would solve most if not all of the issues by leaving things the way they are. So let me try to understand the problem with that ...

What we're investigating is improving multi-factional legal costs (just why would a Federal detention process care about Imperial infractions, plus maybe avoiding massive multi-faction mega bounties that guarantee ship loss). These two elements currently stand in opposition to the way that the crime update works.
OK - so you scan a perp and get a large Fed bounty but also some minor independent faction bounties and maybe even a smaller Empire bounty too. For PVE (where the NPC doesn't really get sent to a detention center) that's job done surely? KWS unnafected by 3.0 for PVE? For PVP you seem to have a problem because a) why would the Federal detention center care about those other infractions and b) the player might go bankrupt too easily if they're hit with ALL the bounties. So why can't the Federal detention center the PVP perp is sent to just process and reclaim the Federal bounties, as you say "not caring about the other bounties" (leaving them in the bounty hunter's transactions tab for the bounty hunter to claim later from those other independent and Empire systems like it does in 2.4)?
 
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there is probably a good reason why this is stupid however........ for bounty hunting, could we not have an "open" mission if i want to support "faction X" i take on a mission to kill pirate ships associated with faction X, they add a KWS software upgrade which checks a faction x database and we get the standard KWS bounties that 3.0 will deliver AND also any extra bounties JUST for faction X.

this could be limited to a finite number of checks the KWS can make (perhaps only 1 even) but it would mean we could still bountyhunt for a specific faction, even in anarchy space , without breaking this feature which sandro wants to implement.

i cant help but feel this is finding a solution to a problem which should not exist.... the point of the KWS is to scan for all bounties...... it is a bit of kit which is working as intended... and personally i like building up my multiple bounties and then going on a clean up and collecting all my extra earnings... <shrugs>
 
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