Crime does NOT fit the punishment

In an empire system i was given a 600 cr bogus fine leaving dock. Was leaving system so i didn't pay it.
500 ly later at sothis i bought some modules and my NOW-Illegal mods went into storage.
This is an independent fed station why would they screw me over a 600cr fine?
I couldn't use the mods a without cleaning the??? i had to pay 809,000 for the shield gen alone.

After i paid the fine my ship was cleared BUT the stored mods were still ILLEGAL and had to pay 850000 to clean up a 600cr fine.

Is this supposed to work like this
 
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there's your problem right there. Pay your fine.

Which would be fine if you can pay fines remotely from our ship, apparently we can get up to date galnet whilst at beagle point, and tele-presence works that way as well but paying a parking ticket nope no can do mate have to go find a shady fella in a dark ally or turn around and redock.... Utter nonsense much like the rest of the revised CnP system.
 
In the event of a crime, your options are:

1. Turn around and return to dock to pay your fine
2. Stop at another Starport where the issuing faction has a presence along your route, and pay your fine
3. Stop at a Starport with an IF along your intended route (can be found at LowSec and Anarchy ports) and pay your fine
4. Do nothing, deal with your now HOT ship and modules (and any modules added/removed will become HOT) and end up paying your fine many times over

The common thread here is simple - pay your fine. The rules are clear and logical and straightforward - as long as you pay your fine. Your problems with the C&P system in this regard are entirely self-inflicted, and result from a basic rationale that you feel that there should be no consequences to your actions.

Sorry to disappoint, but that ship has long since sailed. The current C&P system is exactly what the players requested, discussed and demanded - in discussions and debates that have raged on these forums for months.

The avalanche has already started...it is too late for the pebbles to vote....
 
Sorry to disappoint, but that ship has long since sailed. The current C&P system is exactly what the players requested, discussed and demanded - in discussions and debates that have raged on these forums for months.

The avalanche has already started...it is too late for the pebbles to vote....


Sorry to disappoint but no its notwhat players requested , discussed and demanded. Far from it , the devs built a convoluted mess for C&P so far from what players wanted. Yes players wanted a punishment to fit the crime , what was delivered is a shambles.
 
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I mean... it does sound bad, but if it's a simple matter of just turning around and paying the fine, other than the exorbitant payment required for not paying, it seems fine. Could be that some adjusting is in order, but until then, just pay the fine. It's generally the same way in real life, unless you have a good lawyer to get you out of it for cheaper than the fine.
 
Sorry to disappoint but no its notwhat players requested , discussed and demanded. Far from it , the devs built a convoluted and complicated mess for C&P so far from what players wanted , yes players wanted a punishment to fit the crime , what was delivered is a shambles.

Pay your fine. It's really, really, really simple. and cheap. Unless you believe you shouldn't be bothered by such fascism. Maybe you didn't "deserve" the fine to begin with. Maybe you just don't care.

Which makes you sound like every two bit crook who has ever been caught because of their dumb decisions.

Pay your fine. Or, embrace the crime. But don't complain.
 
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Sorry to disappoint but no its notwhat players requested , discussed and demanded. Far from it , the devs built a convoluted mess for C&P so far from what players wanted. Yes players wanted a punishment to fit the crime , what was delivered is a shambles.

Yep, I don't remember asking for the the new C&P or New Engineers or Material Traders either.
On the contrary, I said I mostly liked those systems. My bad it seems as I needed to say it hundreds of times more to be heard.
Love Elite, but for now I'm sat in my buggy on a moon wondering where it went so wrong from my perspective.
 
Sorry to disappoint but no its notwhat players requested , discussed and demanded. Far from it , the devs built a convoluted mess for C&P so far from what players wanted , yes players wanted a punishment to fit the crime , what was delivered is a shambles.

As someone that was involved in said discussions, you sir are flat out wrong. What we have now is absolutely better and more consistent than before. The C&P system before completely lacked any coherency, consistency, or discernable consequence. That is why when the IF was initially introduced, there were Commanders that were showing off their multi-million credit fines to be paid across multiple jurisdictions. It was well known that just about any infraction could be safely ignored shortly after being incurred - and many did just that.

The new C&P is simple, clean, and easy to understand. If you commit a crime you can no longer ignore it - justice will be visited upon you, and the choice is only by whose hand it shall be delivered. Bounties and fines do not morph into other categories or just fall by the wayside as Dormant or Legacy - they remain active and attached to your ship (and Commander in the case of Murder) until justice is served. There is no longer a need for a flowchart for one to determine where their current infraction falls - Fines are now always fines (and attached to your ship), Bounties are now always bounties (and also attached to your ship), and Notoriety (a new concept, but necessary) only is applied in the case of Murder and attaches to the Commander - and only affects the level of Bounty levied so as to add extra bite in the case of Serial Murder.

Hope this helps to clarify the situation for you...
 

Powderpanic

Banned
Changes designed by a team, that doesn't play its own game.

You only have to watch them fly on streams, to see how bad they are at it.

This is one of the major reasons, these huge issues exist in the game.

Maybe if they hired some actual players and then added them to the mix.
One of them could say early on "Guys this isn't going to work because" or "I can see how players are going to exploit this and throw it back at you"

They certainly don't listen and by a large, its way to late once it hits beta

Powderpanic
The Voice of Griefing
 
Pay your fine. It's really, really, really simple. and cheap. Unless you believe you shouldn't be bothered by such fascism. Maybe you didn't "deserve" the fine to begin with. Maybe you just don't care.

Which makes you sound like every two bit crook who has ever been caught because of their dumb decisions.

Pay your fine. Or, embrace the crime. But don't complain.

Sorry but this is just awful, insult-laden logic and you should be ashamed for having typed it. "Play by the rules, it doesn't matter what the rules are, just deal with it you stupid idiot."
 
In the event of a crime, your options are:

1. Turn around and return to dock to pay your fine
2. Stop at another Starport where the issuing faction has a presence along your route, and pay your fine
3. Stop at a Starport with an IF along your intended route (can be found at LowSec and Anarchy ports) and pay your fine
4. Do nothing, deal with your now HOT ship and modules (and any modules added/removed will become HOT) and end up paying your fine many times over

The common thread here is simple - pay your fine. The rules are clear and logical and straightforward - as long as you pay your fine. Your problems with the C&P system in this regard are entirely self-inflicted, and result from a basic rationale that you feel that there should be no consequences to your actions.

Sorry to disappoint, but that ship has long since sailed. The current C&P system is exactly what the players requested, discussed and demanded - in discussions and debates that have raged on these forums for months.

The avalanche has already started...it is too late for the pebbles to vote....

So what you're saying is...



...it's going to snow?
 
As someone that was involved in said discussions, you sir are flat out wrong. What we have now is absolutely better and more consistent than before. The C&P system before completely lacked any coherency, consistency, or discernable consequence. That is why when the IF was initially introduced, there were Commanders that were showing off their multi-million credit fines to be paid across multiple jurisdictions. It was well known that just about any infraction could be safely ignored shortly after being incurred - and many did just that.

The new C&P is simple, clean, and easy to understand. If you commit a crime you can no longer ignore it - justice will be visited upon you, and the choice is only by whose hand it shall be delivered. Bounties and fines do not morph into other categories or just fall by the wayside as Dormant or Legacy - they remain active and attached to your ship (and Commander in the case of Murder) until justice is served. There is no longer a need for a flowchart for one to determine where their current infraction falls - Fines are now always fines (and attached to your ship), Bounties are now always bounties (and also attached to your ship), and Notoriety (a new concept, but necessary) only is applied in the case of Murder and attaches to the Commander - and only affects the level of Bounty levied so as to add extra bite in the case of Serial Murder.

Hope this helps to clarify the situation for you...


Yep , so simple clean and easy .... (next time save the rhetoric.).

Bounties and Fines
• Bounties and fine are applied to the ship you're in.
• Fines never mature into bounties.
• Bounties never become dormant.
• Bounties never expire.
• Fines can be paid off at security contacts
• Bounties can be cleared by Interstellar Factors when your Notoriety is 0
• Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres.
These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.

Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.

• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

Hot Ships and Modules
• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
• Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned using Interstellar Factors, at a cost.
• Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Friendly Fire and Reckless Weapons Discharge
• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.
These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

Anonymous Access Protocols and Detention Centres
• When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
• Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
• Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.
• When a hot ship is destroyed where it is wanted, by a ship that has detected it as wanted, the Commander will respawn at the nearest Detention Centre that is aligned to the faction that the bounty was given by.
• There are lots of detention centres in human space.
• When respawning at a detention centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed in addition to their rebuy cost - all other bounties and fines remain attached to the ship. Players are forced to pay off bounties only, and only if the bounty was claimed.
This helps to make sure there are consequences for your crimes.
Power Bounties
• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
• Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
• Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning.
Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.

Advanced Tactical Response
• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned
• ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.
Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.


Non Crime Destruction
• When your ship is destroyed and you were not wanted, you can now respawn at a nearby starport if there is one available that is not faction hostile to you.
• If there are no appropriate starports, you will respawn at the last port you were docked at.
• If in the unlikely event you are also wanted there you will be sent to the nearest detention centres and have to pay your dues.
This change makes the crime flow more consistent and means you will not be trapped by re-spawning in a station you are wanted.

Kill Warrant Scanner
We are continuing to look at the functionality of the Kill Warrant Scanner (KWS) after receiving your invaluable feedback and engagement on the forums. We’ll update you with more information as soon as it’s available. Thanks again for your continued support on all of the above.


Its that simple clean and easy it needed a catalogue of breakdown bulletpoints.
 
Yep , so simple clean and easy .... (next time save the rhetoric.).

Bounties and Fines
• Bounties and fine are applied to the ship you're in.
• Fines never mature into bounties.
• Bounties never become dormant.
• Bounties never expire.
• Fines can be paid off at security contacts
• Bounties can be cleared by Interstellar Factors when your Notoriety is 0
• Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres.
These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.

Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.

• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

Hot Ships and Modules
• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
• Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned using Interstellar Factors, at a cost.
• Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Friendly Fire and Reckless Weapons Discharge
• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.
These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

Anonymous Access Protocols and Detention Centres
• When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
• Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
• Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.
• When a hot ship is destroyed where it is wanted, by a ship that has detected it as wanted, the Commander will respawn at the nearest Detention Centre that is aligned to the faction that the bounty was given by.
• There are lots of detention centres in human space.
• When respawning at a detention centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed in addition to their rebuy cost - all other bounties and fines remain attached to the ship. Players are forced to pay off bounties only, and only if the bounty was claimed.
This helps to make sure there are consequences for your crimes.
Power Bounties
• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
• Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
• Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning.
Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.

Advanced Tactical Response
• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned
• ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.
Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.


Non Crime Destruction
• When your ship is destroyed and you were not wanted, you can now respawn at a nearby starport if there is one available that is not faction hostile to you.
• If there are no appropriate starports, you will respawn at the last port you were docked at.
• If in the unlikely event you are also wanted there you will be sent to the nearest detention centres and have to pay your dues.
This change makes the crime flow more consistent and means you will not be trapped by re-spawning in a station you are wanted.

Kill Warrant Scanner
We are continuing to look at the functionality of the Kill Warrant Scanner (KWS) after receiving your invaluable feedback and engagement on the forums. We’ll update you with more information as soon as it’s available. Thanks again for your continued support on all of the above.


Its that simple clean and easy it needed a catalogue of breakdown bulletpoints.

Compared to the dozens of different flowcharts (that were both inaccurate and mostly ignored) that attempted to show what the status of any given infraction was/would be at a given time?

I will take a clean and linear flow, that is finally enforced and applied, compared to the "screw it" we had before.

Bottom line, what we have now boils down to a simple decision:
Commit a crime-
Own up and pay it off
OR
Ignore it and deal with the consequences

Since you are capable of trawling the forums (as evidenced by your bullet points) you cannot claim ignorance.

The decision and consequences of it, are yours to own.
 
Despite all the other comments outside of this thread's actual title...

I agree 100% with the OP. The low level bounties are excessively out of whack with the actual triggers that cause them. 600CR bounty equals a kill on sight status in that system? Planetary Scan Missions usually levy that exact same bounty on you upon mission completion.

Come on! That is just ridiculously unrealistic and wrong.

As I posted in the C&P thread... Those bounties need to be changed over to FINES. Payable in any station or outpost in the issuing system. Without the threat of attack or lockout because of a bogus WANTED rating.

Until this is done, the entire C&P system is tainted by stupidity.
 
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The common thread here is simple - pay your fine.

And to remember to be in the correct ship when you do so.

Common sense might dictate that if you commit some offence in, say, an Anaconda in a system that doesn't have any large-pad facilities you might be able to travel to your destination, swap to a small ship and then go back and pay your fine like a good citizen but ED doesn't work like that.

In ED you need to take your big ship to some 3rd-party location and pay the fine there because your credits aren't any good unless you turned up in the correct ship. [wacky]
 
Yep , so simple clean and easy .... (next time save the rhetoric.).

Bounties and Fines
• Bounties and fine are applied to the ship you're in.
• Fines never mature into bounties.
• Bounties never become dormant.
• Bounties never expire.
• Fines can be paid off at security contacts
• Bounties can be cleared by Interstellar Factors when your Notoriety is 0
• Claimed bounties for the jurisdiction you died in must be paid when you re-spawn at detention centres.
These changes aim to simplify crimes. You will now have more control over your criminal status risk and reward. You can store a ship with bounties on (a hot ship), hiding your criminality, but at the cost of not using the ship. Bounties are now more significant as you must use Interstellar Factors to clear them, which can be expensive.

Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.

• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
• Around starports, any death that results from collisions will not apply to the notoriety penalties nor will it increase Notoriety. This is to prevent small ships being destroyed by excessive ramming. Ramming and combat logging are two examples of other things that we’re giving specific care and attention to – keep an eye on the forums and on social media for any news relating to these topics.
These changes ensure that Commanders can't completely shed their criminal status by swapping to clean ships. It also addresses the seriousness of the murder crime, especially against other Commanders, as well stopping people from attacking smaller ships unnecessarily.

Hot Ships and Modules
• A ship with bounties on it is hot.
• A hot ship cannot be transferred to a port in a jurisdiction where the hot ship is wanted.
• Elsewhere - ship transfer costs are increased for the hot ship.
• Modules taken from a hot ship are hot modules.
• Hot ships can be cleaned using Interstellar Factors, at a cost.
• Hot modules can be cleaned in storage for a price based on the module's value.
• Hot modules cannot be placed in a clean ship.
• Hot ships and modules can be sold at a mark down.

These changes mean there are more consequences for criminals, to close off potential "laundering" exploits.

Friendly Fire and Reckless Weapons Discharge
• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.
These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued.

Anonymous Access Protocols and Detention Centres
• When in a hot ship, port services are restricted in jurisdictions where the ship is wanted - your ship logs in anonymously.
• Fines prevent access to all services except missions in progress, security contact, Interstellar Factors and black markets
• Bounties prevent access to all services except missions in progress, Interstellar Factors and black markets.
• When a hot ship is destroyed where it is wanted, by a ship that has detected it as wanted, the Commander will respawn at the nearest Detention Centre that is aligned to the faction that the bounty was given by.
• There are lots of detention centres in human space.
• When respawning at a detention centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed in addition to their rebuy cost - all other bounties and fines remain attached to the ship. Players are forced to pay off bounties only, and only if the bounty was claimed.
This helps to make sure there are consequences for your crimes.
Power Bounties
• Crimes committed between Powerplay pledged Commanders generate power bounties instead of normal bounties.
• Power bounties can only be detected and claimed by Commanders pledged to the power that issued them.
• Commanders destroyed for their Power bounty are not processed as criminals and do not pay any additional costs during respawning.
Authority ships will no longer get involved with Powerplay. For example, A Hudson Commander can still attack a Patreus Commander with impunity in a system controlled or exploited by Hudson. However when the Patreus player fights back they will get a Power bounty and no authority ships will be summoned.

Advanced Tactical Response
• Authorities now have access to new security vessels: ATR (Advanced Tactical Responders)
• ATR ships are kitted out with top tier hardware, in exclusive, customised configurations. They are extremely competent pilots.
• ATR ships can be summoned once a Commander has committed enough crimes in a jurisdiction.
• The security of the system determines the level of crime before they are summoned
• ATR ships arrive with full knowledge of their target and are pre cleared to arrive "weapons hot".
• Once ATR ships respond to crimes, they will continue to respond until the Commander leaves the system.
Another piece of the crime consequences puzzle, ATR should also help mitigate Commanders attempting to exert excessive influence in the background simulation.


Non Crime Destruction
• When your ship is destroyed and you were not wanted, you can now respawn at a nearby starport if there is one available that is not faction hostile to you.
• If there are no appropriate starports, you will respawn at the last port you were docked at.
• If in the unlikely event you are also wanted there you will be sent to the nearest detention centres and have to pay your dues.
This change makes the crime flow more consistent and means you will not be trapped by re-spawning in a station you are wanted.

Kill Warrant Scanner
We are continuing to look at the functionality of the Kill Warrant Scanner (KWS) after receiving your invaluable feedback and engagement on the forums. We’ll update you with more information as soon as it’s available. Thanks again for your continued support on all of the above.


Its that simple clean and easy it needed a catalogue of breakdown bulletpoints.

Irony at it's finest. [up]
 
Sorry to disappoint but no its notwhat players requested , discussed and demanded. Far from it , the devs built a convoluted mess for C&P so far from what players wanted. Yes players wanted a punishment to fit the crime , what was delivered is a shambles.

Yep, which is why I decided that this is a good time to go exploring far, far way from anyone else. I'm tired of constantly getting bounties in HAZRES sites from stray fire. I love ED, but I think I will wait this out in the black until this is fixed.
 
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