C&P is back-to-front.

Per the title, this is a thread about why C&P is completely back to front, which is going to precede a post I'll make later in the Suggestions forum with a more fleshed-out thing... plus I wanted to separate some of the discussion from the actual suggestion itself. So with that said.

Foreword

Just a couple notes before we truck along:
- I'm not really going to talk about Powerplay bounties. They're their own beast, much like Powerplay itself... for which I think there's bigger problems than just resolving any related C&P issues with it.
- Although it's definitely related, I'm not going to talk too much about PvP C&P. I think the monetary punishments are "fine", and as a concept it kinda just fits in with everything I'll probably post in the "Suggestion".

Back to front? What does that mean?

Means exactly that. It's back to front. In practice, the punishments the game enforces are (arguably) more severe for what I'll call an accidental/low impact crime[1] than someone pursuing a life of crime. Realistically, if you exclude any monetary component, the "punishment" is identical no matter the scale or severity of a crime. That is, when you get a bounty on your head, the usual "Actions on"[0] is to:

- Wait til any notoriety reaches 0
- Fly to an Interstellar Factors; and
- Pay off the bounty

Note, this is the same in *any* situation, whether it's an accidental crime[1] or intentional. This might appear fine on the surface, but have a think about these two cases.

Case 1
You're playing the game with the intent of doing some sort of legal activity... let's say Bounty Hunting. You're in a res, firing away, and lo-and-behold, you totally and unintentionally decide to show some innocent Eagle crossing your your C4 Plasma Accellerator's line of fire[2]. Bam. Bounty and one level of notoriety. Now you gotta wait two hours for Notoriety to clear before paying off the bounty, or go hand yourself in, copping a rebuy plus the bounty and ending up a few jumps away. Of course, you could just ignore it, and go bounty hunt somewhere else. That's totally fine, but in a lot of cases, you were probably doing things in that system for a reason. So you're a bit spannered. Either way, resolving it can be a little, or severely inconvenient, depending on what you're doing.

Case 2
You're playing the game with the intent of being a total murderhobo criminal. Whether this is just ganking random CG players and getting Notoriety, ganking NPCs because you want to tank a faction and don't care about Notoriety, or you've stacked a bunch of illegal kill missions which will get you a handful of bounties, but no notoriety, you are fully committed to being wanted in this system. You get bounties and Notoriety, and you give zero proverbials about it, because you fully intended to do that. In this scenario, you may not even care about clearing your name... you hit that system, now you're going to go somewhere else and do legal stuff again. Or, if you do need to clear your name, you probably already know where the nearest IF is and can clear your name as if nothing happened, or if you have stacks of Notoriety, you just dock at the IF and log out before bed/work/whatever leave the client running, come back later and clear your name. Or hand yourself in, whatever.

Putting that all together

Key issue here is in Case 1 (random law-abider), the player is potentially majorly inconvenienced[3], particularly if their intended activities were specific to that jurisdiction. Meanwhile, Case 2 (career criminal) there's almost no inconvenience; it's status quo.

The key difference here is *not* the crimes being committed; again, regardless of if you're a murderhobo or an accidental criminal, the same actions-on applies.

The key difference is the player's ability to manage the bounties on their head and maintain a squeaky-clean record with the least inconvenience. A player going about their legal business and finding themselves on the receiving end of a crime won't have planned much for this scenario, but a career criminal expects it, and will be impacted minimally as a result..

And that's what's upside-down, back to front about it. The current C&P system *rewards* evasion and mitigation of your criminal history, and *punishes* an inability to do this.

So what does ol' Jmanis think?
If you're in pursuit of a criminal career, you should be enduring and embracing your criminal history, not evading it. Meanwhile, "minor" offences (anything that doesn't result in notoriety[4], which is everything except murder) should be much easier to clear.

Someone (Bitstorm, I think) said something like "Some people wear a bounty like a badge of honour, and that's fine"... and I agree with that. But I'd also go one step further and say that if you're pursuing a criminal career path, clearing your name should be detrimental to that career. We start to get a bit into the "suggestion" part of the post now so I'll be a bit scant on the details, since to get this right needs a rework of pretty much everything. Suffice to say, to cover off a few points:

- You shouldn't need an IF to clear a bounty when you have zero notoriety. You still shouldn't be able to clear a bounty when you have Notoriety though.
- Criminal services such as illegal missions, black markets (for selling *and* buying) and other such services should be locked behind having a current criminal status[5]
- Notoriety should act like faction reputation, in that benefits gained from various criminal services should increase the higher your notoriety is.

That's pretty much the startings of a proper criminal career path, rather than just supporting the local anarchy faction where you need to stay perpetually squeaky clean in order to retain access to their missions, black market etc.. Diving a bit more into the "suggestions" part of the post, you can start to think of things like:
- Access to a "black" bounty system, where you can hand in "bounties" for destroying authority vessels
- Current black market system is also back to front... they're generally available In low/anarchy security with low-security-minded factions in control. Black markets should actually be available everywhere, with the highest profits to be made in the most dangerous locations, i.e High Security Dictatorships etc.
- Access to "antagonist" mission boards, offering illegal missions which cause harm rather than help to factions.
- Much bigger discrepancies needed in security status; being scanned at a High Security system should be almost guaranteed, and nearly non-existent chance in low/anarchy.

etc..

So... yeah, just my 40c.

[0] Usual. Of course you can die, hand yourself in, or sell your hot ship.
[1] Accidental crimes being things like "Friendly Fire" bounties, speeding fines.
[2] Before you start furiously writing "Git Gud" or "weapons control, learn it!", I'm totally in that camp. Things like this happen to me and it's all fair game imo. I'm just providing an example.
[3] I'm not saying Crime shouldn't be inconvenient to deal with the consequences here.
[4] I'm up for making more crimes attract notoriety though, like smuggling.
[5] Whether that's anonymous access, a local bounty, Hostile rep[6] or Notoriety.
[6] Yes, you should be able to dock at a station where you are Hostile, using anonymous protocols

Oh PS: C&P isn't meant to stop crime, just add consequences. Monetary consequences are fine, "locked out of the game" is pretty dumb. Forgot to throw that in somewhere...
 
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I dunno - it feels about right to me.

I saw a rebuy last night and ended up in the slammer. I was just heading on out when I noticed a hollow square.
Novice Vulture with 233MCr in the bank.

I got to chatting and we totally had jmanis' situation:

"What are you in for?" I asked.
"400 Cr bounty sloppy trigger discipline and you?"
"22 MCR bounty for killing civillians"
"Wow an actual criminal! Do you make money doing that?"
"Not with a 24 MCr rebuy."

ahh we laughed.

Bloke had no fuel scoop. hehe
(It's a long walk home in a Vulture with no fuel scoop.)
Not much I could do about that in my Frag Krait. Strikly combat only, but at least there's a decent tank on the Iron Pig:
52999x9182.jpg

Do you think it's too much to ask Frontier to put a bloke crucified on that reaver spar center top?
Told him about the Fuel Rats and wished him luck.

Sorry, here I am agreeing, and what I wanted to do was say just how fearsome the ATR is.
"THIS IS THE BLUE EPAULETTES! THIS AREA IS UNDER LOCKDOWN" et cetera.
There's a burst of static, and it's stow guns and run.

Definitely THAT bit of C&P is on track.
 
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To correct a minor detail you wrote under "case 2", afaik notoriety only decreases while you're 1. online and 2. not docked.

But I feel you, C&P is a trainwreck that just got worse over its iterations, I'm glad I very seldomly incur a bounty. Small infringements are punished way too harshly (time/effort wise), and my incentive to do illegal missions or be a small time pirate in non-anarchy systems is close to zero (and don't get me started on the hot ship/module rubbish).
 
The sensible path is somewhere in the middle, criminals are unaffected by the C&P system provided they know what to do and do it. Either by moving for a while or going and sorting it out having pre budgeted for the outcome and not trying to fight the ATF.

Just pinch the move and sort it out part of the idea.

It only gets problematic for "law abiding" pilots if they try to ignore it, kill innocents after their mistake or spread wanted modules through their fleet.
 
To correct a minor detail you wrote under "case 2", afaik notoriety only decreases while you're 1. online and 2. not docked.

I've read in the forum that it degrades whilst docked, if going AFK is your thing. I just go somewhere else till it coolsdown plenty of systems to choose from, you will get BH'ers turning up to attack you run away unless you can legally kill them.
 
<snip>
Definitely THAT bit of C&P is on track.

Hahah!

Yeah... I totally agree with what you've written. I tried to keep the OP succinct, but there are definitely cases where C&P "works". Most of them are cases like yours, where you intend to commit so much crime (I assume, you're ganking Security ships to achieve Lockdown and/or Influence effects against a target faction) that it's cheaper to just sell the hot ship than to actually pay off your bounties.

It's also a prime example of "punishments" not being intended to prevent crime, only add consequences.

But then there's places where it doesn't work.
- Access to criminal activities under the current system, (i.e accessing the black market or missions from a criminal faction) rely on you being clean in that jurisdiction
- To take your murderhoboing... ostensibly that would make you hostile to that faction. If your intent is to trigger a conflict, you'd be spannered in terms of contributing to that if the only station were owned by the faction you were hostile to.

And alternately, there's actually not much reason you couldn't have just kept paying off the bounty whenever you "Paused" or wrapped up your gameplay... in the above scenario, it's the same effect.


But yeah, there's some cases where it definitely works "as is"... I just didn't focus on them in aid of being more succinct :)
 
Per the title, this is a thread about why C&P is completely back to front, which is going to precede a post I'll make later in the Suggestions forum with a more fleshed-out thing... plus I wanted to separate some of the discussion from the actual suggestion itself. So with that said.

Foreword

Just a couple notes before we truck along:
- I'm not really going to talk about Powerplay bounties. They're their own beast, much like Powerplay itself... for which I think there's bigger problems than just resolving any related C&P issues with it.
- Although it's definitely related, I'm not going to talk too much about PvP C&P. I think the monetary punishments are "fine", and as a concept it kinda just fits in with everything I'll probably post in the "Suggestion".

Back to front? What does that mean?

Means exactly that. It's back to front. In practice, the punishments the game enforces are (arguably) more severe for what I'll call an accidental/low impact crime[1] than someone pursuing a life of crime. Realistically, if you exclude any monetary component, the "punishment" is identical no matter the scale or severity of a crime. That is, when you get a bounty on your head, the usual "Actions on"[0] is to:

- Wait til any notoriety reaches 0
- Fly to an Interstellar Factors; and
- Pay off the bounty

Note, this is the same in *any* situation, whether it's an accidental crime[1] or intentional. This might appear fine on the surface, but have a think about these two cases.

Case 1
You're playing the game with the intent of doing some sort of legal activity... let's say Bounty Hunting. You're in a res, firing away, and lo-and-behold, you totally and unintentionally decide to show some innocent Eagle crossing your your C4 Plasma Accellerator's line of fire[2]. Bam. Bounty and one level of notoriety. Now you gotta wait two hours for Notoriety to clear before paying off the bounty, or go hand yourself in, copping a rebuy plus the bounty and ending up a few jumps away. Of course, you could just ignore it, and go bounty hunt somewhere else. That's totally fine, but in a lot of cases, you were probably doing things in that system for a reason. So you're a bit spannered. Either way, resolving it can be a little, or severely inconvenient, depending on what you're doing.

Case 2
You're playing the game with the intent of being a total murderhobo criminal. Whether this is just ganking random CG players and getting Notoriety, ganking NPCs because you want to tank a faction and don't care about Notoriety, or you've stacked a bunch of illegal kill missions which will get you a handful of bounties, but no notoriety, you are fully committed to being wanted in this system. You get bounties and Notoriety, and you give zero proverbials about it, because you fully intended to do that. In this scenario, you may not even care about clearing your name... you hit that system, now you're going to go somewhere else and do legal stuff again. Or, if you do need to clear your name, you probably already know where the nearest IF is and can clear your name as if nothing happened, or if you have stacks of Notoriety, you just dock at the IF and log out before bed/work/whatever, log on later and clear your name. Or hand yourself in, whatever.

Putting that all together

Key issue here is in Case 1 (random law-abider), the player is potentially majorly inconvenienced[3], particularly if their intended activities were specific to that jurisdiction. Meanwhile, Case 2 (career criminal) there's almost no inconvenience; it's status quo.

The key difference here is *not* the crimes being committed; again, regardless of if you're a murderhobo or an accidental criminal, the same actions-on applies.

The key difference is the player's ability to manage the bounties on their head and maintain a squeaky-clean record with the least inconvenience. A player going about their legal business and finding themselves on the receiving end of a crime won't have planned much for this scenario, but a career criminal expects it, and will be impacted minimally as a result..

And that's what's upside-down, back to front about it. The current C&P system *rewards* evasion and mitigation of your criminal history, and *punishes* an inability to do this.

So what does ol' Jmanis think?
If you're in pursuit of a criminal career, you should be enduring and embracing your criminal history, not evading it. Meanwhile, "minor" offences (anything that doesn't result in notoriety[4], which is everything except murder) should be much easier to clear.

Someone (Bitstorm, I think) said something like "Some people wear a bounty like a badge of honour, and that's fine"... and I agree with that. But I'd also go one step further and say that if you're pursuing a criminal career path, clearing your name should be detrimental to that career. We start to get a bit into the "suggestion" part of the post now so I'll be a bit scant on the details, since to get this right needs a rework of pretty much everything. Suffice to say, to cover off a few points:

- You shouldn't need an IF to clear a bounty when you have zero notoriety. You still shouldn't be able to clear a bounty when you have Notoriety though.
- Criminal services such as illegal missions, black markets (for selling *and* buying) and other such services should be locked behind having a current criminal status[5]
- Notoriety should act like faction reputation, in that benefits gained from various criminal services should increase the higher your notoriety is.

That's pretty much the startings of a proper criminal career path, rather than just supporting the local anarchy faction where you need to stay perpetually squeaky clean in order to retain access to their missions, black market etc.. Diving a bit more into the "suggestions" part of the post, you can start to think of things like:
- Access to a "black" bounty system, where you can hand in "bounties" for destroying authority vessels
- Current black market system is also back to front... they're generally available In low/anarchy security with low-security-minded factions in control. Black markets should actually be available everywhere, with the highest profits to be made in the most dangerous locations, i.e High Security Dictatorships etc.
- Access to "antagonist" mission boards, offering illegal missions which cause harm rather than help to factions.
- Much bigger discrepancies needed in security status; being scanned at a High Security system should be almost guaranteed, and nearly non-existent chance in low/anarchy.

etc..

So... yeah, just my 40c.

[0] Usual. Of course you can die, hand yourself in, or sell your hot ship.
[1] Accidental crimes being things like "Friendly Fire" bounties, speeding fines.
[2] Before you start furiously writing "Git Gud" or "weapons control, learn it!", I'm totally in that camp. Things like this happen to me and it's all fair game imo. I'm just providing an example.
[3] I'm not saying Crime shouldn't be inconvenient to deal with the consequences here.
[4] I'm up for making more crimes attract notoriety though, like smuggling.
[5] Whether that's anonymous access, a local bounty, Hostile rep[6] or Notoriety.
[6] Yes, you should be able to dock at a station where you are Hostile, using anonymous protocols

Oh PS: C&P isn't meant to stop crime, just add consequences. Monetary consequences are fine, "locked out of the game" is pretty dumb. Forgot to throw that in somewhere...

I also think it's the wrong way round. Ships should have notoriety and the bounty should be on the player.

But hey. It will need to change if there is going to be a space legs part to the game in the future.
 
To correct a minor detail you wrote under "case 2", afaik notoriety only decreases while you're 1. online and 2. not docked.

But I feel you, C&P is a trainwreck that just got worse over its iterations, I'm glad I very seldomly incur a bounty. Small infringements are punished way too harshly (time/effort wise), and my incentive to do illegal missions or be a small time pirate in non-anarchy systems is close to zero (and don't get me started on the hot ship/module rubbish).

The sensible path is somewhere in the middle, criminals are unaffected by the C&P system provided they know what to do and do it. Either by moving for a while or going and sorting it out having pre budgeted for the outcome and not trying to fight the ATF.

Just pinch the move and sort it out part of the idea.

It only gets problematic for "law abiding" pilots if they try to ignore it, kill innocents after their mistake or spread wanted modules through their fleet.

I'm 99% confident it degrades when docked per what Stigbob said, as usual there was forum hoo-hah when that change got made... but it's entirely possible that the logged off bit is wrong. I'll edit.
 
I've read in the forum that it degrades whilst docked, if going AFK is your thing. I just go somewhere else till it coolsdown plenty of systems to choose from, you will get BH'ers turning up to attack you run away unless you can legally kill them.

I'm 99% confident it degrades when docked per what Stigbob said, as usual there was forum hoo-hah when that change got made... but it's entirely possible that the logged off bit is wrong. I'll edit.

Seems you're right, the 3.1 patch notes state

- Notoriety now decays whilst the player is docked

I remembered it the wrong way round, I thought they had removed that option at some point so players don't just wait it out at a station.
 
Seems you're right, the 3.1 patch notes state

- Notoriety now decays whilst the player is docked

I remembered it the wrong way round, I thought they had removed that option at some point so players don't just wait it out at a station.

It took over a week of real time for my notoriety to cool down doing it the non AFK way, the only negative was I couldn't cash in random stuff at an IF. The BH'ers that come after you drop G5 mats.
 
Personally, I find the old system was good at not being too unpleasant on minor/accidental criminals who only ever got 200cr assault bounties for accidental friendly fire, but did nothing to really punish/disincentivise full-on criminal behaviour.
The new system is the other way round, it's reasonably effective when applied the people who wanna go on a massacre (like if you wanna murder authority ships, that gets very expensive very quick) but also extremely disproportionate against the small-fry.

What my gut strikes me as a simple solution is to allow low-value bounties to degrade into fines. As in, they'll still not go away. You'll still have to pay if you want to use the services of any station where you have a fine, I'm not talking the old "legacy fines" that you used to get where if you'd just lay low for a week you could effectively forget it unless you ate a rebuy. Actual fine-fines.
Time taken for a bounty to become a fine should scale with the value of the fine, so assaults and trespass and other low value things will just make you valid for people to shoot back at you until you jump out, while larger bounties will necessitate actually fleeing and most likely last longer than the notoriety will. (or just use the old timers, you still have them, right?)
Committing any further crime will reset the counter. Acquiring another bounty after it's downgraded to a fine will turn it back into a bounty at the full combined value.

Finally, as a simple fix for the hot modules problems that result in nonsensically high cleaning fees, if you pay all your fines, any stored modules should be cleaned unless you've sold a hot ship since making the modules hot. In some cases, with a big enough bounty, that can still be cheaper than paying the bounties, but I'm not sure how to deal with that besides something incredibly punitive like "if you sell a hot ship and your bounty is greater than the ship's value, the remaining bounty is applied to your most expensive remaining ship".
 
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Interesting thoughts OP - C&P was aimed at 'bad behaviour' rather than 'alternative career' - it does seem strange that as a clean player I can UA bomb a station with no impact on my play-style.

I do wonder if we're crossing the streams here:
* C&P was intended to deter bad-actor players (gankers, station rammers etc), and
* criminal paths are different and under-developed
Maybe if law breakers had stuff to do then they'd be less likely to make others their gameplay.
 
Interesting thoughts OP - C&P was aimed at 'bad behaviour' rather than 'alternative career' - it does seem strange that as a clean player I can UA bomb a station with no impact on my play-style.

I do wonder if we're crossing the streams here:
* C&P was intended to deter bad-actor players (gankers, station rammers etc), and
* criminal paths are different and under-developed
Maybe if law breakers had stuff to do then they'd be less likely to make others their gameplay.

This leaves me with a bit of a bad taste in my mouth, just because your first point* sounds a lot like a RL analog of "We should conscript criminals into the Military!". I'm not about to stand here and debate everything wrong with that point, but that's the thing... I don't think the C&P system should ever have been designed to punish "bad behaviour" in the game, rather the game design and EULA combined should prevent that (but obviously, sadly, it doesn't do that effectively). C&P should be a healthy and robust mechanic which shouldn't represent, say, "How much of a troll" someone is. But rather, it should represent how criminally active within the games defined "crime" career path someone is, much the same as we have ranks for trade, combat and exploration.

* PS, you're entirely correct in that statement, don't get me wrong. It's not something I'd considered and sheds some light on a dark reality about C&P in the game.
 
OP sounds far better than what we currently have.

As a recent victim of scenario one. Accidentally fired on clean ship in RES, left immediately to clear 400cr bounty. Was transported 50ly to DC in FDL without fuel scoop... Because accidental criminal was unaware of what happens when clearing a bounty.
 
Well, 400 credit bounties should not exist. Those should be fines. Also, notoriety should only be for pvp, not pve. For pve there should be reputation with local factions etc.
 
OP sounds far better than what we currently have.

As a recent victim of scenario one. Accidentally fired on clean ship in RES, left immediately to clear 400cr bounty. Was transported 50ly to DC in FDL without fuel scoop... Because accidental criminal was unaware of what happens when clearing a bounty.

Same thing happened to me in the CG at the weekend. 400cr bounty for gimbals / chaff / innocent pilot / not stopping shooting in time incident. Arrived back at the station and was transported 80ly to pay off the bounty. It's a bit OTT really. Luckily I was in a ship with enough space for a fuel scoop without having to sacrifice anything useful in the config.
 
So you think it's ok to smash up someone's BGS with no interference from ATR?

I don't. Notoriety should apply for all murder crimes.

This also touches on what I want to post in the Suggestions area, but I agree, Notoriety under my suggestion should be for *everything*... the current system doesn't do Notoriety any justice with how it should be used.

To contextualise, if I'm a nobody rocking up to the criminal scene, I should be paid as much due. But if I'm known as "The scourge of the Empire", that Notoriety should follow me if I enter Federal space, regardless of my status as a wanted criminal or not, and that Notoriety should open doors that are otherwise inaccessible to law-abiders or your common garden-variety low-impact criminal.

Again, Notoriety should be *requisite* for engaging in many otherwise-PVE activities such as black market smuggling and illegal contracts, and should not be gated with a PvP requirement.
 
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