Legally Pay off Small Bounties

Hi,

Gameplay wise it's very easy to accidentally hit another ship and get yourself a 200cr bounty.

Apart from the idea that 200cr is enough to warrant the cops killing you on the spot, it would be great if I could legally pay small bounties once docked rather than having to go and find an interstellar factors.

It's not especially enjoyable when I have to park my anaconda safe in a clean station but have to guy another ship and search the galaxy for an Interstellar Factor.
 
I interpret your request as asking for certain crimes to be changed from bounties to fines.

Can you give examples of crimes that you would want to have changed, and how much their bounty currently is?
 
I guess this covers a lot of it...

https://forums.frontier.co.uk/showthread.php/410578-Losing-Bounties-Too-Much-Too-Often

The main issue for me is resource extraction sites, where I go to find pirates. I was going to make my Python combat-worthy (currently using it as a taxi), but the 3m insurance just isn't worth the hassle considering that within an hour of killing pirates I am probably going to land a stray shot and lose the bounties (sometimes I can warp out, if I can lose the mass lock). I'm simply not rich enough to routinely lose 3m a time, certainly not if I'm losing the bounties as well, so I'll stick to the Viper or Asp. But there's little point in me repeating what I've already said in my thread.

I imagine this is and will be a regular complaint. Surely checking if the victim is currently targeted can be workable? If it is, it's assault, if not then it's an accident unless it's sustained.
 
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I guess this covers a lot of it...

https://forums.frontier.co.uk/showthread.php/410578-Losing-Bounties-Too-Much-Too-Often

The main issue for me is resource extraction sites, where I go to find pirates. I was going to make my Python combat-worthy (currently using it as a taxi), but the 3m insurance just isn't worth the hassle considering that within an hour of killing pirates I am probably going to land a stray shot and lose the bounties (sometimes I can warp out, if I can lose the mass lock). I'm simply not rich enough to routinely lose 3m a time, certainly not if I'm losing the bounties as well, so I'll stick to the Viper or Asp. But there's little point in me repeating what I've already said in my thread.

I imagine this is and will be a regular complaint. Surely checking if the victim is currently targeted can be workable? If it is, it's assault, if not then it's an accident unless it's sustained.

Friendly fire is indeed a commonly raised issue and has been specifically addressed in 3.0.

The reason why friendly fire damage cannot be significantly raised is two-fold:

It is ripe for exploitation if larger amounts of damage are permitted without becoming wanted - how do you defend yourself if the attacker doesn't gain a bounty? What happens if multiple bullies target a single pilot & each deal one shot? In total the damage could be severe yet all attackers could remain clean preventing retaliation.

Secondly, learn to pay attention to what's around you. It's an important lesson to learn IRL, not just in a game. Better to learn this in a game than IRL. So many of the problems players raise are solved with a little patience & attention to detail.

So, any others?
 
Friendly fire is indeed a commonly raised issue and has been specifically addressed in 3.0.

The reason why friendly fire damage cannot be significantly raised is two-fold:

It is ripe for exploitation if larger amounts of damage are permitted without becoming wanted - how do you defend yourself if the attacker doesn't gain a bounty? What happens if multiple bullies target a single pilot & each deal one shot? In total the damage could be severe yet all attackers could remain clean preventing retaliation.

Secondly, learn to pay attention to what's around you. It's an important lesson to learn IRL, not just in a game. Better to learn this in a game than IRL. So many of the problems players raise are solved with a little patience & attention to detail.

So, any others?




I'm very disappointed that the consequences of stray shots are getting more severe without the combat AI getting smarter.

Of course, situational awareness is important, but the response to players' mistakes is instant and overwhelming to an impossible degree. I ask for consistency, not immunity.

To compound this, ED has now turned the resultant trivial fines from unintended combat snafus into a grinding, enduring nuisance.

It's no longer enough to serve one's time and pay one's fine - now it seems an entire ship is rendered infected and unsaleable until the trivial fine is paid. And it can't be paid in the system to which it's owed - that would be far too simple - it has to be paid to some shady broker in WhoKnowsWhere 61.

Long story short, can anyone tell me how this tedious, bureaucratic absurdity adds anything to the gameplay experience? Seriously, how does searching out a place to pay a fine qualify as challenging or enjoyable gameplay?

Frankly, I'd rather ED added a couple of zeroes to the fines rather than waste my time with this broker-chasing nonsense.
 
Well, I do pay attention to surroundings but in the heat of the battle keeping the fire outgoing and missing an innocent bygoer happens more often than one would like. I too have a 200CR bounty... The idea to make those first bounties into fines.seems just fine.
 
Well, I do pay attention to surroundings but in the heat of the battle keeping the fire outgoing and missing an innocent bygoer happens more often than one would like. I too have a 200CR bounty... The idea to make those first bounties into fines.seems just fine.

Stick with it & it gets better. Get close to your target and be the primary attacker rather than just another helper and the police will stay out of your way. The new system may need to be fine tuned but my understanding is that it's more tolerant than before, so bugs aside you really should be less likely to get a bounty than before.

Are there any circumstances other than friendly fire that are of relevance to this topic?
 

Lestat

Banned
Start using and studying stuff you tend to ignore. Radar, sound and visual. If your playing by using tunnel vision. (Just viewing what in front of you.) You are ignoring a lot of stuff.
 
Friendly fire is indeed a commonly raised issue and has been specifically addressed in 3.0.

The reason why friendly fire damage cannot be significantly raised is two-fold:

It is ripe for exploitation if larger amounts of damage are permitted without becoming wanted - how do you defend yourself if the attacker doesn't gain a bounty? What happens if multiple bullies target a single pilot & each deal one shot? In total the damage could be severe yet all attackers could remain clean preventing retaliation.

Secondly, learn to pay attention to what's around you. It's an important lesson to learn IRL, not just in a game. Better to learn this in a game than IRL. So many of the problems players raise are solved with a little patience & attention to detail.

So, any others?

The way I see it pretty much everyone who was asking for a higher friendly-fire threshold, specifically meant NPC authority ships. (so not for PvP and not for shooting other non-police NPC ships - they should still instantly attack in those cases to 'enforce the law' as is their duty)

In the thread linked above Cmdr ilo did some testing and has some videos.. Indeed the situation has been 'somewhat' addressed, as in his videos authority ships seem to ignore the first few shots.

The reason I say 'somewhat', is because I think that's still waaaay off of what it should be. As an example I suggested there a legit situation would be if you're actually causing authority ships hull damage and a significant amount (I said 25% there, but hey.. any will do that's more than a scratch.. say 10%?).

Now, the reason I think it would make sense to do it like that is... - well first of all the obvious: a bunch of people are complaining :)
- and secondly: throughout the years.. this has pretty much became a 'standard' in video-games (at least the more popular ones anyway) that if some NPC is allied to you, you can trust that he won't turn on you the minute you mess up and cause some friendly fire.. In fact in most other examples the game tries to determine if you actually intend to kill that friendly NPC or are causing friendly damage unintentionally.. and leaves plenty of headroom (aka: you pretty much have to bring that NPC to half-dead before he turns on you)

I also understand ED doesn't have to follow other games, but in this situation, I simply don't see a reason not to.. We're talking about authority NPC ships only.. even if a team of elaborate players take turns shooting to try and kill one using the threshold.. there's still plenty to go around..

Last, but not least.. I'm pretty sure receiving text warnings from NPCs (as it happens for the first shot) is a reminder enough for players to pay attention to their surroundings, without chasing them off and having them travel to another place to pay bounties to shady characters :)

So yes, I still think they shouldn't be all blood-thirsty for players causing them a couple of megawatts in shields :D But if you watched the live-stream.. you might have an idea as to why we have the current system.. as that lovely gentleman in the texas-hat with the stuffed snake on his shoulders seems to enjoy designing really harsh law-enforcement systems haha.. (jk ofc :) he seemed okay.. )

Cheers!

Oh and P.S.: Cmdr. Mere Mortal: I'd say get Horizons when you get a chance.. it's bound to be on sale sooner or later and then you can go ahead with your plans for the Python without issues. I tried a bunch of ships, but the Python is the one that becomes something totally different once the engineers touch it :) For starters it can do 500 with a boost.. so regardless of how many policemen are chasing you, they don't even have a chance at catching you (anything more and you'd even outrun their shots rofl) and it turns at the rate of an un-engineered A-class Vulture.. so you can pretty much stay in the blind-spot of most lower level NPCs (the higher ones have better engineering themselves so a few might outmaneuver you, but not many).
 
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The way I see it

I don't see anything in your post that isn't already addressed by my post (that you quoted). If it is relaxed too much it just opens a loophole ripe for abuse, and no amount of complaining about friendly fire being too harsh is going to be more than the amount of complaining about being shot by pilots (NPCs or players) who don't then become wanted.

Watch your fire, don't spray & pray. Or use the engineer special effects specifically added to mitigate this exact issue, or use turrets on autofire which again are specifically excluded from friendly fire penalties. There are many ways to mitigate this already.

Are there any other circumstances where the OP's proposal is relevant?
 

Lestat

Banned
There is a % for friendly fire right now. Let say it 10% damage before being fined or wanted. The people who tend to complain are the one rushing into flying Larger ships or ships that can cause more damage like Vulture, Python, Anaconda and above when one shot can equal more than 10% damage.

Maybe an idea for New players. Instead of rushing into the larger ships. Stay in smaller ship 2 hardpoints and practice avoiding friendly fire. Using Sound, Radar and visual. It might take longer to kill larger ships but give you time to practice working with police ships.
 
I don't see anything in your post that isn't already addressed by my post (that you quoted). If it is relaxed too much it just opens a loophole ripe for abuse, and no amount of complaining about friendly fire being too harsh is going to be more than the amount of complaining about being shot by pilots (NPCs or players) who don't then become wanted.

Watch your fire, don't spray & pray. Or use the engineer special effects specifically added to mitigate this exact issue, or use turrets on autofire which again are specifically excluded from friendly fire penalties. There are many ways to mitigate this already.

Are there any other circumstances where the OP's proposal is relevant?

It looks as though you haven't read my post, just commented on it :)

So let me repeat the line that you apparently omitted to read.. We are talking ONLY about the damage threshold done to NPC authority ships being significantly raised, before you get a bounty and they turn hostile for shooting THEM and NOT other players or other non-police NPCs. (it has been raised in the patch, but not nearly enough)

No one ever mentioned shooting players.. or wanting to allow police NPCs to ignore the fact that you shoot players.. that threshold is currently ZERO and it should remain like that. (aka. they attack instantly as a single shot hits a non-wanted NPC that isn't a police vessel or any other player..) So your comment about players being able to abuse this to kill another player is simply not true.

And yes, the OPs proposal is relevant, because simply the current system of getting a bounty and being a wanted criminal for scratching an NPCs authority ship's shields makes absolutely no sense in any universe..
That's all.. No one said it cannot be avoided, no one said you cannot be careful and watch your fire.. what we're saying is that it's a bad mechanic and in the rare occasion it happens it's more annoying than it should be and wastes more of your time than it should..

Hope you understand now, if not I can draw it for you :)

Cheers!
 
Hope you understand now, if not I can draw it for you :)

If you think it's a bug raise a bug report, this is the suggestions forum. The tolerance for friendly fire cannot be significantly changed for the reasons I stated, other helpful solutions to this common problem are already in the game.

Only pull the trigger when you are sure it is safe to do so, or use the existing in-game tools to help if you are struggling.

As it currently stands, I don't see the OP's request gaining much traction, the friendly fire tolerance range is very narrow. It may be bugged however, but this is not the place for that.

I appreciate that it's frustrating but it's less frustrating than either of the alternatives (making it either more, or less sensitive).
 
Here you go :D
Just in case it was still unclear what we're talking about.. I used my epic paint skills to illustrate the matter:

bSwHBNC.png
 
If you think it's a bug raise a bug report, this is the suggestions forum.
No, it's not a bug, it's a suggestion to increase the amount of friendly fire TOWARDS POLICE SHIPS ONLY (not players!) - and YES, they can be set SEPARATELY - which you seem to be unable to understand for some reason.... or you're simply trolling?

The tolerance for friendly fire cannot be significantly changed for the reasons I stated, other helpful solutions to this common problem are already in the game.
Yes it can be changed! That's what I've been telling you.. It can be changed without having ANY abuse-able or negative effect on the game, since we're only talking about a specific situation.

Only pull the trigger when you are sure it is safe to do so, or use the existing in-game tools to help if you are struggling.
No one said anything about 'struggling'.. It's a suggestion to improve the game and make it more friendly, especially towards new players, who don't have access to engineering (or the so called in-game tools) or have no idea how to do it.. all they want is kill a wanted pirate with their gimballed weapons and end up not understanding why they got insta-killed by police. Yes, I would like the change as well so in case I ever go bounty hunting and for some reason it happens I don't have to leave for a silly 600 CR bounty.. in fact I'd pay them 6 million on the spot so they leave me alone, cuz it's simply annoying :))

As it currently stands, I don't see the OP's request gaining much traction, the friendly fire tolerance range is very narrow. It may be bugged however, but this is not the place for that.
I do.. and it will happen. FDev knows about this and they're working on it as you saw in the last update where they increased this limit.. but it needs to be further increased, that's all so it's a matter of fine-tuning, which is bound to happen sooner or later imo.

I appreciate that it's frustrating but it's less frustrating than either of the alternatives (making it either more, or less sensitive).
Erhm... maybe don't appreciate that :) But anyway making it less sensitive (again we're talking about friendly fire purely against police and not players..) will have no negative effect and will have all the positive ones.. furthermore it will stop all these posts :p

Cheers!

Oh and btw, my use of caps is not 'yelling'.. I'm perfectly calm, but it seems as though I need to draw your attention to select words, because you either don't understand (maybe language barriers?) or you don't read :) Sorry if I offended you in anyway, wasn't my intention..
 
...Because you no longer have to wait 8 minutes to dock & pay it off?

Have a read through the 3.0 patch notes, hopefully it should get you up to speed with the changes :)

OK so just for your information the patch notes don't (as I was sure was the case) cover this at all, so your rather condescending response is void.

The c&p info is in a totally separate thread in the News Bulletins sub-forum :rolleyes: :

https://forums.frontier.co.uk/showthread.php/407608-Crime-and-Punishment-in-Beyond-Chapter-One

... and the point in there that covers my "That's stupid!" response is:

"A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine."

So, in essence, one no longer becomes "public enemy number one" due to friendly fire - you don't become wanted any more - you just get a fine as long as you don't do too much damage so as:

"The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime."

So I'm a happy bunny and the @OP can forget about a 200Cr bounty - they are fines. :)
 
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