Actually credits are the least of my concern. And it's not actually that simple; AI are procedurally generated. They are going to have faction bounties created, that will be invisible due to the major power consideration. Their local bounties are irrelevant, as that's not what a KWS scanner was ever intended to address. KWS exists for bounties that are not local.
If an AI is generated, that has an imperial bounty, and it flies in federal space, then my understanding is that bounty will not be reported because it was not 'gained' in federal space, because AI are not persistent and are inserted based on a set of rules. AI don't earn their bounty. They are generated with them.
It's not a concern about credits; it's ensuring a mechanic actually works properly. Because that's actually the important bit.
Edit: AI apparently will not spawn with non-local bounties; they will always be local for the interim. Well that's perfect. I can 100% remove the KWS as it's now entirely redundant (local crimes do not need a KWS, and if a commander is already shooting at me, whether they have a schrodinger's bounty (it simultaneously does and doesn't exist, depending on when it's observed) is the least of my concerns).
I'm glad Frontier is at least looking at how the KWS works, I'm just not sure who they're pitching the new mechanics to, and under what scenario it's actually worth using.
You're thinking of the Kill Warrant Scanner as this item that connects to some hypothetical galaxy-wide database of crime that all the factions are subscribed to maintaining and updating in real-time. Now I personally find the idea of such a database problematic (as I've said at length previously), but I know what you mean is that it could drive some sort of "bounty-hunting across lots of jurisdictions" gameplay.
So to start off - the KWS does not really drive that kind of gameplay in the current game. In case you're not aware, it turns out bounties were only
ever generated for local factions. As an addition you can also reveal those generic superpower bounties (Federation/Empire/Alliance), but they weren't associated with a faction (and were having some undesirable influence-distorting effects as well, but we'll pass over that). These "lightweight Interstellar bounties" always seemed a bit broad and undefined... it always struck me that a bounty
should come from a specific group... in other words a minor faction. There's more potential to build some sort of procedural narrative out of that, rather than a bland "Wanted in the Federation" one.
I spent some time driving around with a KWS in a RES in the current live game. Every single ship I scanned and killed only gave me bounties from minor factions
in the system. Apparently, that's the way it has always worked. There were never bounties from factions outside the system (unless a faction had expanded into the system, in which case it just counts as local). I honestly think everyone who is curious about this should do the same thing and see for themselves - other than the Fed/Emp/Alliance generic bounties, you only see bounties from local factions. So that is how it works in the
current live game.
Now I'm not trying to be facetious here - I want you to let go of the idea of a KWS as a galaxy-wide bounty-hunting tool for a moment, and seriously consider it simply being a tool that lets you connect to local law enforcement in a system (probably via the nav beacon using hyperspace comms), and reveal all the bounties from factions
other than the ruling authority in the system (which is returning Wanted states and its own bounties from normal ship scans). It becomes essentially a tool for assisting local law enforcement. In game terms, it still allows you to get extra bounties to the same value of credits, they're just all from actual minor factions in the system now. In credit terms, there's no change, and you actually gain in terms of rep with local factions. You also have the option to hand in bounties to increase the influence of whichever factions you
want to support now, and sell the rest to lowlife Interstellar Factors for those factions you don't want gaining influence. These all seem like improvements, and the only real loss is the superpower rep from the generic bounties, which were not working correctly and were causing problems... and you
still get superpower rep, because you always get some superpower rep from claiming a bounty from a minor faction that is aligned to that superpower. The new KWS is still as useful as before, and it still gives you extra bounties and cash... just like the old system.
Now for the gameplay you're describing - a bounty hunt across jurisdictions...
this actually exists in the current live game already. They are the Assassination missions. If you take one to eliminate Pirate Lords, then it is effectively an actual old-fashioned bounty hunt across jurisdictions. I did two of them two days ago. It almost always sends you to a different system to the one you got the mission in. You can even wake scan these targets if they flee and follow them, and engage them. And it also makes far more sense that the way it works is through the mission board - someone specific actually says "we want this person dead, we will give you X money if you do it", and then you go off and find that person and kill them.
This honestly sounds more like bounty-hunting to me. There's nothing in the words "Kill Warrant Scanner" that implies it must specifically be for galaxy wide bounty hunting. I think that was the original intent, but the more I think about it, making it a local law enforcement tool is eminently sensible... because in those existing Assassination missions, you are
already being paid a lot extra - often millions... that is what the mission reward often is.
That is the actual bounty you are claiming, not the piddly bounties they've received for whatever local crimes they've committed in whatever system you found them in.
In the future, we have been told the idea is to refine the 'across jurisdictions bounty-hunting' gameplay with things like tracking limpets. Now at first glance, this seems like a really good way to go. It allows the game to 'save' an NPC target (or a Commander even), if you have the intent and skill to attach a tracking limpet to their ship. This seems like a much better way of doing things. Using in-universe and in-game tools, you can instruct the game that you want to specifically 'keep' an NPC persistent, and there is an element of player skill involved too since you have to successfully attach the limpet in the first place. Now, maybe we can be snarky and say, these are hypothetical tools that don't exist yet, when exactly will we get them? ... but stepping back, if that's what they're aiming for, I actually
like that idea. If elements of the game are going to improve, then things are going to have to change sometimes. And if that means the KWS becomes a local law enforcement tool, then I'm okay with that, trying to take the broad view, and keeping in mind that it basically only ever revealed local bounties anyway. Because it actually doesn't change the rewards much (if it works as advertised) and in game mechanic terms it's actually a lot better (being able to selectively influence which factions in a system you want, which you might not care about, but some of us really, really do!). If you used it before, you don't actually lose much by continuing to use it, and you gain in a lot of other ways. There is no schrodinger's bounty, because there never were any to reveal - just those Fed/Emp/All ones which need removing anyway because they basically didn't work correctly, and they're being replaced with the same value of local bounties. It still reveals local crimes against factions that aren't the ruling one, which apparently is what it always did.
Does that make sense?
Incidentally, NPC's
can earn bounties - they just tend to be the same ones we players earn and aren't worth bothering about. I've been attacked by a previously Clean NPC ship, and it changed to Wanted... with a 400Cr assault bounty, exactly the bounty I earn when I accidentally (or intentionally) hit a Clean ship myself. When a bounty is less than the cost of the ammo I'm going to use claiming it, it seems more sensible to just leave.