Hello Sandro,
I think the latest proposal goes part of the way to resolving the issue but it still leaves a gap for unpopulated systems, and using neighbouring systems for CGs.
The unpopulated system gap kind of hurts a traditional BH trope of tracking perps through the wastelands which would be a shame to lose.
There is also a travel incentive that is supplied by gaining bounties that you need to go elsewhere to collect.
Is there a possibility of using locality to resolve this issue?
You'll know for sure but in my experience NPCs generally only carry bounties for the local system and systems a relatively short distance away.
Players could be carrying bounties from all over the place.
By limiting the reach of the KWS to an appropriate distance, we can keep the current NPC functionality, and limit player bounty exposure.
I'm assuming that Notoriety is only applicable to players, so perhaps it could be used as a distance multiplier to add risk to high notoriety players.
By default NPCs would have notoriety level 1 and the KWS distance limit naturally encompasses where their bounties are generated from.
KWS use on players could multiply the distance by notoriety level and thus use it to increase the risk of maintaining a high notoriety and reward bounty hunters for catching perps quickly.
I think the latest proposal goes part of the way to resolving the issue but it still leaves a gap for unpopulated systems, and using neighbouring systems for CGs.
The unpopulated system gap kind of hurts a traditional BH trope of tracking perps through the wastelands which would be a shame to lose.
There is also a travel incentive that is supplied by gaining bounties that you need to go elsewhere to collect.
Is there a possibility of using locality to resolve this issue?
You'll know for sure but in my experience NPCs generally only carry bounties for the local system and systems a relatively short distance away.
Players could be carrying bounties from all over the place.
By limiting the reach of the KWS to an appropriate distance, we can keep the current NPC functionality, and limit player bounty exposure.
I'm assuming that Notoriety is only applicable to players, so perhaps it could be used as a distance multiplier to add risk to high notoriety players.
By default NPCs would have notoriety level 1 and the KWS distance limit naturally encompasses where their bounties are generated from.
KWS use on players could multiply the distance by notoriety level and thus use it to increase the risk of maintaining a high notoriety and reward bounty hunters for catching perps quickly.