Change murder BGS effect by requiring murders to be confirmed by IF contact

Why would you think that would be a problem? Once they confirm the kills, that is just one transaction. So it would be entirely pointless so "save up" these kills.

The point is entirely to make it equivalent to combat bonds and bounties. You can pre-collect bounties, but when you cash them, it's still just one transaction, however large the total value.

I'm not sure transactions work quite the way you think they do.
Besides which, it's kind of dumb to only respond to a murder spree after the killer tells everyone they did it.
 
lol
I'm very sure Mangal Oemie knows how transactions work!

I'm quite sure he knows it better than I do, but it'd be nice to think that FD had learned their lesson from the 1T selling exploit with regard to transactions.
But yes, on the surface, it does appear that individual murder transactions can rack up a lot faster than bounty collections by a massive margin.

Looking at the transaction chart in https://forums.frontier.co.uk/showthread.php/221826-Dev-Update-(07-01-2016), there does seem to be a striking gap between instant and individual crime transactions and delayed collective station-based transactions in terms of how many transactions will occur. Goes a long way to explain how Lockdown happens so easily, and so often.

Perhaps the correction would be to apply the bounty transaction when the bounty is rewarded rather than on its collection - that would then be in line with the murder transactions.
After all, the relevant authority knows that justice has been served even if the reward hasn't been collected yet.
 
The downside to the "have a transaction on the awarding of a bounty" idea, along with having transactions scale with value for non-murder transactions, is that this breaks the principle that all players are able to influence the BGS. Some guy taking on low-intensity conflict zones in a viper, or bounties in a res, is going to grab one or two kills then bug out and this is fine.

Missions, likewise, can be run in any ship capable of taking them on.

Mass-murder of authority ships, on the other hand, is an activity that very much benefits from having one of the big four. Especially a cutter, which can low-wake away from anything the system authorities will ever send after you, but can keep killing them in swarms right up until the point its impressive shields drop.

Instead of bringing bounty hunting in line with murder (which may tip the scales too far the other way in terms of influence - why run missions when you can park a battlebarge in the high-res with 1t of gold in the hold?) rate-limiting how quickly criminal on-the-spot transactions can be applied seems to make it more consistent with everything else.
 
The downside to the "have a transaction on the awarding of a bounty" idea, along with having transactions scale with value for non-murder transactions, is that this breaks the principle that all players are able to influence the BGS. Some guy taking on low-intensity conflict zones in a viper, or bounties in a res, is going to grab one or two kills then bug out and this is fine.

Missions, likewise, can be run in any ship capable of taking them on.

Mass-murder of authority ships, on the other hand, is an activity that very much benefits from having one of the big four. Especially a cutter, which can low-wake away from anything the system authorities will ever send after you, but can keep killing them in swarms right up until the point its impressive shields drop.

Instead of bringing bounty hunting in line with murder (which may tip the scales too far the other way in terms of influence - why run missions when you can park a battlebarge in the high-res with 1t of gold in the hold?) rate-limiting how quickly criminal on-the-spot transactions can be applied seems to make it more consistent with everything else.

Hmm, good points and the alternative approach has merit, imo! :)
 
I approve this message. While I think the transactional nature of the bgs on the whole should really be changed to be value based, Murder is by far the most OP tactic given the ability to quick make those transaction without ever having to return to a starport. Making you have to go to a starport to register those kills would essentially put it on the same level as combat bonds and bounty vouchers in that you could get 1 kill and go back to a starport (or save up of course but from a purely bgs point of view that would be pointless :p) While this wont of course fix the transactiional nature of the BGS it will at least make the bgs as it is far more balanced in terms of murder vs every other form of impacting the bgs.
 
I do agree with the OP.

And on a personal note, I've been way less involved with the BGS since the efficiency of Murders has become so obvious. It goes against my role-play and yet is by far the most effective to my little understanding... I simply couldn't be (harsed) anymore. I would love to see some changes happening around that to be able to get more involved again.
 
Last edited:
Well, here's a thought: since you can now sell a page of exploration data as a group of transactions, why not do the same with bounties? That would close the gap between the effects of murder and bounty hunting without a murderer needing to turn in a bunch of scalps to Murder, Inc.

From a player perspective it's a little different, since we don't currently see the number of bounties in a voucher. But otherwise it looks pretty much the same.
 
except it would then need the rest of the game to be rebalanced (ie missions, trade, exploration)

That's so only if the BGS values for bounties are currently balanced. I'm not sure that's true.

As it stands, killing any number of pirates is an increase that's equal to scanning a system or making a trade, because it's one increase per voucher... regardless of that voucher's content. And a bounty voucher is much less valuable than most missions, since those often reward you with several increases.
 
I see the point the OP is making but changing it to a bulk hand-in mechanism is a recipe for shenannigans.
Lockdown is a major irritant, and a flawed mechanism.

Being able to store up your murders and then choose when to apply them is a little too powerful.

First of all. Bulk hand in means it works just like bounty hunting it's a single transaction meaning you can't 'nuke' influence like you can now. It's not about lock down being a mere irritant, this mechanic literally destroys BGS balance. Forget about just influence. During a war state a dedicated Cutter in an hour can go up against 3 defending CMDRS still render war as unwinable for the defending side. Frankly I'm shocked that this mechanic made it past design and amazed that it has been allowed to continue. The more I listen to Dav the more I'm convinced he and his team should be reassigned or sacked all together.
 
Back
Top Bottom