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).
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).