Not sure if it's 30 seconds, but they do wait.Except that they don't wait 30 secs. LOL
Not sure if it's 30 seconds, but they do wait.Except that they don't wait 30 secs. LOL
Not sure if it's 30 seconds, but they do wait.
I don't blame you for making mistakes, we are all human. I blame you for blaming the game for your mistakes.
Oooh... touche.
If the mistakes are prompted by the game through contradicting / incomplete / confusing messages... I find it difficult to blame myself for my mistakes.
I'm still not sure that you understand why you were blown up. It wasn't because of the bounty. It was because you went into the station without permission. Look at line 16 in your listing above, which says:Yes, I clicked instead of right-clicking while in my SRV, it shot the building once. Then the automated response units from that outpost started firing at me and I ran off with my SRV at 10%. I didn't fight them back. After botching that mission I abandoned it, then logged off.
After logging back on the next day I proceeded towards the destination station for another mission I had, and that's where I was murdered in cold blood.
No, I went to that station to pay it off. Here is the Journal text below:
Code:"{ "timestamp":"2019-06-18T19:39:35Z", "event":"Cargo", "Vessel":"Ship", "Count":32, "Inventory":[ { "Name":"centaurimegagin", "Name_Localised":"Centauri Mega Gin", "Count":1, "Stolen":0 }, { "Name":"modularterminals", "Name_Localised":"Modular Terminals", "Count":3, "Stolen":0 }, { "Name":"buildingfabricators", "Name_Localised":"Building Fabricators", "Count":5, "Stolen":0 }, { "Name":"thehuttonmug", "Name_Localised":"The Hutton Mug", "Count":23, "Stolen":0 } ] } { "timestamp":"2019-06-18T19:39:58Z", "event":"StartJump", "JumpType":"Supercruise" } { "timestamp":"2019-06-18T19:40:03Z", "event":"SupercruiseEntry", "StarSystem":"Groombridge 34", "SystemAddress":7267755828641 } { "timestamp":"2019-06-18T19:40:03Z", "event":"Music", "MusicTrack":"Supercruise" } { "timestamp":"2019-06-18T19:44:11Z", "event":"SupercruiseExit", "StarSystem":"Groombridge 34", "SystemAddress":7267755828641, "Body":"Matthews City", "BodyID":30, "BodyType":"Station" } { "timestamp":"2019-06-18T19:44:11Z", "event":"Music", "MusicTrack":"DestinationFromSupercruise" } { "timestamp":"2019-06-18T19:44:16Z", "event":"Music", "MusicTrack":"NoTrack" } { "timestamp":"2019-06-18T19:44:18Z", "event":"ReceiveText", "From":"Matthews City", "Message":"$STATION_NoFireZone_entered;", "Message_Localised":"No fire zone entered.", "Channel":"npc" } { "timestamp":"2019-06-18T19:44:22Z", "event":"DockingRequested", "MarketID":128157688, "StationName":"Matthews City", "StationType":"Coriolis" } { "timestamp":"2019-06-18T19:44:23Z", "event":"ReceiveText", "From":"Matthews City", "Message":"$DockingChatter_Cordial;", "Message_Localised":"Welcome back, Commander.", "Channel":"npc" } { "timestamp":"2019-06-18T19:44:23Z", "event":"ReceiveText", "From":"Matthews City", "Message":"$STATION_docking_granted;", "Message_Localised":"Docking request granted.", "Channel":"npc" } { "timestamp":"2019-06-18T19:44:23Z", "event":"DockingGranted", "LandingPad":35, "MarketID":128157688, "StationName":"Matthews City", "StationType":"Coriolis" } { "timestamp":"2019-06-18T19:44:30Z", "event":"Music", "MusicTrack":"DockingComputer" } { "timestamp":"2019-06-18T19:45:16Z", "event":"Scanned", "ScanType":"Cargo" } { "timestamp":"2019-06-18T19:45:16Z", "event":"ReceiveText", "From":"$ShipName_Police_Federation;", "From_Localised":"Federal Security Service", "Message":"$Police_Attack05;", "Message_Localised":"You are wanted in this sector. Engaging.", "Channel":"npc" } { "timestamp":"2019-06-18T19:45:16Z", "event":"ReceiveText", "From":"Matthews City", "Message":"$DockingFailed_Hostile;", "Message_Localised":"Criminals have no docking privileges, lethal response authorised", "Channel":"npc" } { "timestamp":"2019-06-18T19:45:16Z", "event":"DockingDenied", "Reason":"Hostile", "MarketID":128157688, "StationName":"Matthews City", "StationType":"Coriolis" } { "timestamp":"2019-06-18T19:45:16Z", "event":"Music", "MusicTrack":"NoTrack" } { "timestamp":"2019-06-18T19:45:16Z", "event":"ReceiveText", "From":"$ShipName_Police_Federation;", "From_Localised":"Federal Security Service", "Message":"$Police_Attack10;", "Message_Localised":"Submit to justice, criminal.", "Channel":"npc" } { "timestamp":"2019-06-18T19:45:16Z", "event":"ReceiveText", "From":"$ShipName_Police_Federation;", "From_Localised":"Federal Security Service", "Message":"$Police_Attack10;", "Message_Localised":"Submit to justice, criminal.", "Channel":"npc" } { "timestamp":"2019-06-18T19:45:16Z", "event":"UnderAttack", "Target":"You" } { "timestamp":"2019-06-18T19:45:16Z", "event":"UnderAttack", "Target":"You" } { "timestamp":"2019-06-18T19:45:16Z", "event":"Music", "MusicTrack":"Combat_Dogfight" } { "timestamp":"2019-06-18T19:45:17Z", "event":"UnderAttack", "Target":"You" } { "timestamp":"2019-06-18T19:45:23Z", "event":"HullDamage", "Health":0.768144, "PlayerPilot":true, "Fighter":false } { "timestamp":"2019-06-18T19:45:25Z", "event":"HullDamage", "Health":0.597417, "PlayerPilot":true, "Fighter":false } { "timestamp":"2019-06-18T19:45:25Z", "event":"HullDamage", "Health":0.394714, "PlayerPilot":true, "Fighter":false } { "timestamp":"2019-06-18T19:45:26Z", "event":"HullDamage", "Health":0.196097, "PlayerPilot":true, "Fighter":false } { "timestamp":"2019-06-18T19:45:27Z", "event":"Died", "KillerName":"$ShipName_Police_Federation;", "KillerName_Localised":"Federal Security Service", "KillerShip":"viper", "KillerRank":"Deadly" } { "timestamp":"2019-06-18T19:45:33Z", "event":"Music", "MusicTrack":"MainMenu" } { "timestamp":"2019-06-18T19:47:07Z", "event":"Resurrect", "Option":"rebuy", "Cost":2733564, "Bankrupt":false }"]
One, one day, and because I still believed I could dock up and pay the fine (or bounty), I wend ahead and did just that.
That's the thing, I could dock up, the station allowed me to dock in the first place, THEN they scanned me, THEN they killed me.
a. It generally does in ED. Ever done any bounty hunting? Ever been able to claim a bounty via not killing? Do you know any mechanism by which you can drag a wanted ship to a station and hand it in? (Not saying it wouldn't be good to be able to do that stuff, but it's more a point of whether it's possible at present.)1. Those cowboy movies... where criminals had bounties on their heads... to be brought "dead or alive". Claiming a bounty does not mandate the criminal to be dead.
Criminals can't directly pay the bounties. When you got to an Interstellar Factor, you are paying someone to essentially hack the system and clear you of your wanted status illicitly. If you hand yourself in then you are sent to a detention centre and charged the amount of the bounty.2. If a bounty could only be claimed through death, then it would be impossible for the criminal to pay it.
And this is exactly the game mechanic I am disputing here, thank you.A bounty is always a reason for ship destruction.
If there's a price on your head, you can't just turn up to the faction who put the price on your head and pay them the money - they're not asking for money. They are saying they want you killed, and will pay a certain amount of money to whoever does it.
[/QUOTE]Again, how do you claim a bounty in game other than killing a criminal? (Well destroying the ship technically.)Because bounties do not necessarily involve killing the criminal. Especially not if he's your ally. Furthermore, if a bounty is worth less than the ammo spent killing the criminal, it makes no sense to even bother. That is where the game logic breaks down.This is why I'm saying you need to have a step back and think about things - because you seem to be expecting that the game should not treat a bounty as a bounty. 'game treated a bounty as a bounty' is not really a legitimate gripe. The big question really is why did you think a bounty wouldn't be treated as a bounty.
It not working in a way that was favourable to you doesn't equal it being a poorly-thought game mechanic.The fact that it worked very well until a poorly-thought game mechanic got in the wayAs for the loss of all the exploration data - well... what made you think doing other stuff before going and handing in the exploration data was a good idea? The more you do before handing it in, the more risk you have of losing it. It's always been thus, and always will (barring a change by FD so that exploration data survives death).![]()
.... That's not what it sounds like.If you don't want the same thing to happen again, then the best thing you can do is look at it all, understand what it was you did personally that contributed to the situation, and work out what you could do differently in future.
...and in the meantime expose a shallowly-developed game mechanic that should be changed to make more sense and better fit with logic.
Oh wow, is that what you really think the situation is?You all got used to it and treat it like it being normal. Then someone from the outside comes along, gets hit by it and realizes it's stupid. However, older players have this defective game mechanic so ingrained in their way of playing that they dismiss the fresh pair of eyes as belonging to a noob who doesn't know any better. And so nobody is trying to better the game in this area, the same game mechanic remains and its only effect is being a trap for newbies.
That sounds all well and good, but you you've spent a lot of time saying it's stupid and disagreeing with some pretty basic principles. Also, are you really saying you think it should be reworked so it makes sense to everyone? Or are you saying you think it should be reworked in a way that would have worked favourably for you personally in the particular circumstances you encountered?Please note I am not trying to make this game mechanic go away, however I'm stating it has to be reworked in such a way that makes sense to everyone, which is:
It's a description of the manner you're accessing the station services. It's fine for what it is. I think what you're looking for is something different - i.e. something which tells you why you you're having to use anonymous access. But if you had a bounty you would already have had 'Wanted' displayed on your HUD.
- Be less cryptic ("Anonymous access" is not, by far, a clear message)
Which is a good idea, but becomes totally redundant after the first time of being displayed. It's also partially there already - it's in the text if you click on the relevant item in the Transactions menu. - The text for Bounties is currently wrong though and needs sorting out. You can also find info on the Pilots Handbook. There's actually the basis for a good suggestion here though - see later in the post.
- Be more informative ("you have a bounty of X on your head, it mandates you be killed, pay it at a low security station")
If docking wasn't allowed then that would completely remove the option of handing yourself in, which is something you appear to think there should be. There's already 'Wanted' on your HUD in red letters. Also the station isn't hostile to you until you're scanned - should it appear as red before or after? And would one way lead to some people getting confused for one reason and the other to some people getting confused for another reason? How would you avoid confusion over whether you have 'hostile' status with the faction in question, vs being wanted for a crime?
- Not allow docking in stations belonging to the entity that put a bounty on your head, or at least mark the station with a certain color (red would look nice, don't you think?)
We've already got a simple system - fines, you don't get attacked; bounties/wanted, you get attacked.
- Scale with bounty size (high bounty prompts immediate fire, low bounty has a delay of X seconds)
and so on.
No, not really. I can make that sum back in a few days of exploration (which I totally enjoy). Currently I don't need more credits, maybe in the future I will, and then I'll explore some more. I am not game-rich but I am comfortable, with an unengineered PvE FdL, an explo Asp Explorer and my trusty Dolphin.Let's be honest here. You're angry because you lost 250m worth of exploration data.
But tell you what. I can help you recover that in a day.
Just prep your ship for Core Mining, and go Google a video on it.
You'll be able to make all of that back pretty fast.
I'm still not sure that you understand why you were blown up. It wasn't because of the bounty. It was because you went into the station without permission. Look at line 16 in your listing above, which says:
"From":"Matthews City", "Message":"$DockingFailed_Hostile;", "Message_Localised":"Criminals have no docking privileges, lethal response authorised", "Channel":"npc" }
That's because you were scanned, the cops told the station, and they revoked your docking permission. The moment you were scanned, you were marked "Hostile". If you're marked hostile, you can never dock at a station. You weren't marked hostile when you asked for docking permission. that's why it was granted - but only until you were scanned.
That's three times I've told you now. Maybe you didn't read my last two posts. I'm trying to help you because this will happen again. If you had hung around, the cops would have killed you, but if you had immediately boosted away after getting scanned, you would have had a chance of escaping, especially if you went round the back of the station.
a. It generally does in ED. Ever done any bounty hunting? Ever been able to claim a bounty via not killing? Do you know any mechanism by which you can drag a wanted ship to a station and hand it in? (Not saying it wouldn't be good to be able to do that stuff, but it's more a point of whether it's possible at present.)
I don't know of any way to avoid scanning except cold running. Never tried it before and I am sure I would botch it. After all, I effed up a scan job, so there's that.b. At present you can actually turn yourself in alive. You just need to ensure you don't get killed on the way - which means you need to make sure you don't get scanned.
In any number of ways. Say you find hem in space, you off their shields, destroy their engines and call local authority. The criminal then must pay the bounty and a hefty repair cost for their destroyed module. Just an example. There are many possible methods, this one is just off the top of my head.Again, how do you claim a bounty in game other than killing a criminal? (Well destroying the ship technically.)
TBH I don't even remember whether it was an allied outpost. It wasn't green on my radar, that's for sure.And an ally shouldn't be doing illegal things against their allies. Accidental in your case, but what were you doing scanning your ally's outpost anyway? - just making the point here that it could be taken further and considered an act of treachery as you're an ally, and thus making you considered much more of a criminal and more warranting of a termination order - maybe one of them should make you the target of an assassination mission.
As ststed above... when an NPC carries a bounty of 10K credits and a player ship carries a bounty of 200 credits, why even bother?Whether a bounty is worth the effort is down to the bounty hunter.
Point taken. It would make sense though for the ally status to roll down to minor factions, at least to some extent.Quick point on being allied - I think you said at some point you were allied with the Federation. As well as the points above, being an ally of the superpower doesn't mean you're an ally of every minor faction of that superpower.
It was never about it being favorable to myself only. It was about it not being black or white, it was about it being clearer, it was about it being consistent (e.g. scanning upon docking request except when cold running).It not working in a way that was favourable to you doesn't equal it being a poorly-thought game mechanic.
those are known, straightforward risks and I accepted them as such.Disregarding that, there are a great many other things that could have happened. What if the planet you'd done the scan on had been a high G world and you hadn't noticed? What if you got interdicted and shot down? Etc. etc.
For the umpteenth time, losing exploration data was never the center of the issue. It was a side effect.Ultimately you took a risky approach. That was your choice. If you hadn't done that you wouldn't have lost your exploration data (or at least you would have been less likely to).
1. Small fines should never become bounties. Ever. They should simply add up until a threshold is met and they become bounties then.So at a very basic level we've got:
- Fines - work as fines. You owe money. You face a restriction in services when in the relevant jurisdiction until you pay it off.
- Bounties (and Wanted status) - You are wanted and someone is offering a reward for your death (ship destruction). You face being attacked (and potentially destroyed) by bounty hunters and law enforcement in the relevant jurisdiction.
Where is the lack of sense? Where's the lack of logic?
I figured as muchYou think you're the first person to critique C&P? The first person to get on the wrong end of a bounty / wanted status?
You're not.
That was not the critique. Are you missing the point on purpose?It's all come up before. And 'I've decided a bounty on me should be treated as a fine. The game doesn't treat it as a fine therefore C&P is stupid and broken.' is one of poorest critiques that comes up.
I'm saying it needs to be reworked to be generally favorable to everyone under certain circumstances. For example a 200 credit fine should never become a bounty. There should be a threshold. 10K credits, 50K credits, some sort of meaningful threshold. Also, the station you are attempting to dock to should automatically reject your access if you have a bounty on your head. It could also notify nearby security ships, so they would come after you. That's fine. But welcoming you, then scanning you as you are entering the slot, then changing its mind is a dirty tactic which has one reason: to trap unsuspecting players. And guess who would those be? Not veterans, but newbies. Current implementation only punishes newbies.That sounds all well and good, but you you've spent a lot of time saying it's stupid and disagreeing with some pretty basic principles. Also, are you really saying you think it should be reworked so it makes sense to everyone? Or are you saying you think it should be reworked in a way that would have worked favourably for you personally in the particular circumstances you encountered?
Believe me when I say it was totally not clear at that moment. "Destruction likely when scanned" would have been a much better warning, for exemple.It's a description of the manner you're accessing the station services. It's fine for what it is. I think what you're looking for is something different - i.e. something which tells you why you you're having to use anonymous access. But if you had a bounty you would already have had 'Wanted' displayed on your HUD.
- An entry under "request docking" called "turn in" - which will allow you to dock and be detained for processing would suffice. The station would appear red and would reject standard docking request (and notify nearby security ships). But if you choose the second option, they will guard you and allow you to dock and be processed.If docking wasn't allowed then that would completely remove the option of handing yourself in, which is something you appear to think there should be. There's already 'Wanted' on your HUD in red letters. Also the station isn't hostile to you until you're scanned - should it appear as red before or after? And would one way lead to some people getting confused for one reason and the other to some people getting confused for another reason? How would you avoid confusion over whether you have 'hostile' status with the faction in question, vs being wanted for a crime?
The issue being it's too simple. For example: any fine value becomes a bounty after 24 hours.We've already got a simple system - fines, you don't get attacked; bounties/wanted, you get attacked.
ANY system, no matter how simple, can be confusing. Why do you think all DC powered electrical machines have the (+) wire marked differently from the (-) wire? There... simple system. Confusing if not marked appropriately.That simple system results in confusion.
What makes you think that adding an extra level of complexity to bounties would eradicate the possibility of confusion?
Here I disagree. Any change is confusing at first, does that mean we should never make changes anywhere because increasing complexity is bad?All that would happen if your proposal was implemented is complaints from people who didn't realise things changed when they got higher bounties, and from people who disagreed with the response level their particular bounty received. As you'd have added more points for the confusion to happen (i.e. the change over points between every different level of bounty) there would more issues than there are now. It's all so predictable.
I think you're just too used to it.I think what I would say overall, is that the system is largely already fairly sensible and logical in terms of the basic principles we're talking about.
Wow... just wow. But-but-but... you said it yourself: "We've already got a simple system" - does any of the above look simple to you? I admit I didn't know all this information, but my God it's a mess!Anyway, as we're on, some extra info for you.
Things are now logged against your ship (including its component modules) rather than you. This makes sense when you think about it - it's the ship that's 'seen', not you directly.
This means that you can swap out to another ship. It also means that the ship that has the wanted status on it remains 'hot' until it's cleared, as do all the modules on the ship. If you swap the modules out to storage or another ship, they'll carry over the 'hot' status. If you put new modules onto the hot ship, they'll also become 'hot' You can clean the 'hot' status on modules individually but it's very expensive to do so. In your case it would be much more expensive to clean the modules then it would be to pay the bounty. This also makes sense as a general principle - for many ships the real value of the ship is not the ship itself but all the modules, and the investment that's been made in engineering them. Bounties would be meaningless if they could be avoided by just buying a new ship and swapping all the modules over to it.
I would advise having a read of the full info here so you know how C&P currently works and can avoid the risk of falling foul of incorrect assumptions: https://support.frontier.co.uk/kb/faq.php?id=423
[All that]
Anyway, I need to get off to Chess Club
Yeah, the discussion around it and the alternatives does make it all seem much more convoluted than it is.That was tremendous to wade through, like a compilation of montages of monologues. Wow.
But yes, C&P has evolved. Patch notes have been posted for a very long time. Personally I think these should be permanent stickies in their own sub forum of News and Announcements, to be as easy to find as possible.
However, that said, the new C&P is not nearly as difficult or convoluted as the above massive dissection makes it seem. The quick and simple, fail-proof solution is: If you owe somebody money, pay them from an Interstellar Factions contact in any other system.
That, and never AFK unless you are docked and secured first.
What do you think of the content? I read through it (was going to suggest it to this thread), but I found it incredibly vague and pretty unhelpful. Which is a shame - being able to point people to something useful in-game would be cool, but every time I look at sections it falls well short of telling you enough to be useful. IMHO.I'd like to point out that the Codex has a full article on crime and punishment.
What do you think of the content? I read through it (was going to suggest it to this thread), but I found it incredibly vague and pretty unhelpful. Which is a shame - being able to point people to something useful in-game would be cool, but every time I look at sections it falls well short of telling you enough to be useful. IMHO.
I am a returning player... and I have encountered the most ridiculous game mechanic ever seen in any game so far.
A couple days ago, upon attempting a planetary scan mission, I accidentally clicked instead of right-clicking and I launched a single SRV shot on a building from the outpost I was sent to. The automated defenses started shooting me, so I tailed outta there and abandoned the mission. I saw a fine/bounty of 200 credits on my head so i figured I would go to some station and pay it.
Yesterday I loggerd in again, attempted to finish a pending data delivery mission that I had taken earlier so I headed to the destination station. Upon arriving, I requested automated docking, which was granted, and an info message showed up in red: „Anonymous access”. Wondering that that meant, I alt-tabbed (I have Elite Dangerous in borderless windowed mode) and googled for that. While that happened, in the space of 30 seconds, my ship entered the station, being in the process of docking and suddenly was shot from all sides, me alt-tabbing back just in time to get the death pop-up message.
I lost 23 Hutton Mugs that I had in my cargo hold (no, I am not going to go get them again. EVER.), the ship itself (easily replaced through insurance), 3 Modular Terminals (and we all know how difficult it is to gather 25 for Marco Qwent)... and 250M worth of exploration data from my previous trip to Eta Carinae, Statue of Liberty and their surroundings.
That's a bit harsh, isn't it? /sarcasm
Seriously, it's like walking on the street, pulling out your phone and a piece of paper falls to the ground unnoticed. You keep walking and upon entering any public building you are beheaded and all your wealth destroyed.
I lost 5 or 6 days of exploration, hundreds of solar systems worth, and I am a bit upset. So what gives? Is this something that would remain in the game, unchanged? It makes no sense to inflict such a disproportionate punishment for such a small mistake, when there are countless methods to properly punish a mistake according to its gravity.
Holy mother of replies, you managed to mention everything!a. It generally does in ED. Ever done any bounty hunting? Ever been able to claim a bounty via not killing? Do you know any mechanism by which you can drag a wanted ship to a station and hand it in? (Not saying it wouldn't be good to be able to do that stuff, but it's more a point of whether it's possible at present.)
b. At present you can actually turn yourself in alive. You just need to ensure you don't get killed on the way - which means you need to make sure you don't get scanned.
Criminals can't directly pay the bounties. When you got to an Interstellar Factor, you are paying someone to essentially hack the system and clear you of your wanted status illicitly. If you hand yourself in then you are sent to a detention centre and charged the amount of the bounty.
(For reference, the hand yourself in was only added because people were using ships with FSDs too small to jump out of their current systems, getting bounties, and then finding themselves with no option other than to get themselves killed.)
On what grounds are you disputing it? The general principle of it is spot on. Without that principle you've not got bounties, you've just got fines.
Again, how do you claim a bounty in game other than killing a criminal? (Well destroying the ship technically.)
And an ally shouldn't be doing illegal things against their allies. Accidental in your case, but what were you doing scanning your ally's outpost anyway? - just making the point here that it could be taken further and considered an act of treachery as you're an ally, and thus making you considered much more of a criminal and more warranting of a termination order - maybe one of them should make you the target of an assassination mission.
Whether a bounty is worth the effort is down to the bounty hunter.
You were blown up by law enforcement anyway, so technically that's due to you being wanted rather than the bounty anyway.
Quick point on being allied - I think you said at some point you were allied with the Federation. As well as the points above, being an ally of the superpower doesn't mean you're an ally of every minor faction of that superpower.
It not working in a way that was favourable to you doesn't equal it being a poorly-thought game mechanic.
Disregarding that, there are a great many other things that could have happened. What if the planet you'd done the scan on had been a high G world and you hadn't noticed? What if you got interdicted and shot down? Etc. etc.
Ultimately you took a risky approach. That was your choice. If you hadn't done that you wouldn't have lost your exploration data (or at least you would have been less likely to).
.... That's not what it sounds like.
So at a very basic level we've got:
- Fines - work as fines. You owe money. You face a restriction in services when in the relevant jurisdiction until you pay it off.
- Bounties (and Wanted status) - You are wanted and someone is offering a reward for your death (ship destruction). You face being attacked (and potentially destroyed) by bounty hunters and law enforcement in the relevant jurisdiction.
Where is the lack of sense? Where's the lack of logic?
Oh wow, is that what you really think the situation is?
You think you're the first person to critique C&P? The first person to get on the wrong end of a bounty / wanted status?
You're not.
It's all come up before. And 'I've decided a bounty on me should be treated as a fine. The game doesn't treat it as a fine therefore C&P is stupid and broken.' is one of poorest critiques that comes up.
For reference, there was a big round of discussion prior to the implementation of the new C&P in 3.0. Many people provided feedback on FD's initial proposal, and gave their own proposals on how things should work (I know I did). 3.0 launched, player numbers hit a peak (as they always do around a big release) and further critique and feedback was given.
That sounds all well and good, but you you've spent a lot of time saying it's stupid and disagreeing with some pretty basic principles. Also, are you really saying you think it should be reworked so it makes sense to everyone? Or are you saying you think it should be reworked in a way that would have worked favourably for you personally in the particular circumstances you encountered?
It's a description of the manner you're accessing the station services. It's fine for what it is. I think what you're looking for is something different - i.e. something which tells you why you you're having to use anonymous access. But if you had a bounty you would already have had 'Wanted' displayed on your HUD.
Which is a good idea, but becomes totally redundant after the first time of being displayed. It's also partially there already - it's in the text if you click on the relevant item in the Transactions menu. - The text for Bounties is currently wrong though and needs sorting out. You can also find info on the Pilots Handbook. There's actually the basis for a good suggestion here though - see later in the post.
If docking wasn't allowed then that would completely remove the option of handing yourself in, which is something you appear to think there should be. There's already 'Wanted' on your HUD in red letters. Also the station isn't hostile to you until you're scanned - should it appear as red before or after? And would one way lead to some people getting confused for one reason and the other to some people getting confused for another reason? How would you avoid confusion over whether you have 'hostile' status with the faction in question, vs being wanted for a crime?
We've already got a simple system - fines, you don't get attacked; bounties/wanted, you get attacked.
That simple system results in confusion.
What makes you think that adding an extra level of complexity to bounties would eradicate the possibility of confusion?
All that would happen if your proposal was implemented is complaints from people who didn't realise things changed when they got higher bounties, and from people who disagreed with the response level their particular bounty received. As you'd have added more points for the confusion to happen (i.e. the change over points between every different level of bounty) there would more issues than there are now. It's all so predictable.
I think what I would say overall, is that the system is largely already fairly sensible and logical in terms of the basic principles we're talking about.
All that seems to be really needed is for there to be a bit of extra info provided on screen to a cmdr the first time they get a fine and the first time they get a bounty. (With it also appearing the first time a cmdr gets a fine or bounty the first time after any changes to the C&P system.)
That's a refinement of the suggestion you made above, and would seem to me to be a reasonable suggestion / feature request.
Anyway, as we're on, some extra info for you.
Things are now logged against your ship (including its component modules) rather than you. This makes sense when you think about it - it's the ship that's 'seen', not you directly.
This means that you can swap out to another ship. It also means that the ship that has the wanted status on it remains 'hot' until it's cleared, as do all the modules on the ship. If you swap the modules out to storage or another ship, they'll carry over the 'hot' status. If you put new modules onto the hot ship, they'll also become 'hot' You can clean the 'hot' status on modules individually but it's very expensive to do so. In your case it would be much more expensive to clean the modules then it would be to pay the bounty. This also makes sense as a general principle - for many ships the real value of the ship is not the ship itself but all the modules, and the investment that's been made in engineering them. Bounties would be meaningless if they could be avoided by just buying a new ship and swapping all the modules over to it.
I would advise having a read of the full info here so you know how C&P currently works and can avoid the risk of falling foul of incorrect assumptions: https://support.frontier.co.uk/kb/faq.php?id=423
Especially if there is a big fat wanted sign in the corner of your monitor.Is always a good idea to alt-tab while trying to land in sims. Well done.
Being able to imagine them isn't the point. We can all imagine things. The point was whether there were any in game at the moment.Yes, I can imagine quite a few modes the bounty can be claimed in a ship-to-ship encounter without killing the target. The fact that they are not implemented in-game is my point exactly.
Line up with the mailslot at a long distance. Fly very fast. Hit the brakes as you reach the mailslot. (Try in a cheap ship, with no cargo, data etc. first!I don't know of any way to avoid scanning except cold running. Never tried it before and I am sure I would botch it. After all, I effed up a scan job, so there's that.
The point wasn't about possible ways, it was about existing ways. Point being that as there aren't any existing ways, it's not sensible to expect that the rules would be applied to you as though there were.In any number of ways. Say you find hem in space, you off their shields, destroy their engines and call local authority. The criminal then must pay the bounty and a hefty repair cost for their destroyed module. Just an example. There are many possible methods, this one is just off the top of my head.
It doesn't really matter whether I would. Someone might. Plus you got taken out by officials not bounty hunters - it was because of your Wanted status, not to claim the 200cr bounty.Furthermore, would you bother hunting a ship for 200 credits bounty? Other than out of malevolence, that is. Even the meekest NPC carries a larger bounty.
Doesn't really matter, the point was just that the counterpoint to your assertion that an ally should be shown more tolerance/lenience was that actions by you might validly be construed as being worse by an ally.TBH I don't even remember whether it was an allied outpost. It wasn't green on my radar, that's for sure.
A bit of extra rep with a faction? A legal kill to count towards combat rank?As ststed above... when an NPC carries a bounty of 10K credits and a player ship carries a bounty of 200 credits, why even bother?
Would need to check, but I think it influences how quickly you gain/lose reputation with the minor factions. Can't say for sure. It was that way, but haven't paid attention to that for ages so it might have changed.Point taken. It would make sense though for the ally status to roll down to minor factions, at least to some extent.
See you say all that, but a lot of it seems more akin to changing it to match your personal take on how things should have worked based on one experience where things went abnormally badly. Things going abnormally badly for you means your take on things is going be abnormally bad. You're going off that one experience, and not taking into account other things that need to be taken into account. As a result you are making a very mixed bag of suggestions. The thing that brings them all together is that they would have been favourable for you in the particular situation you were in.It was never about it being favorable to myself only. It was about it not being black or white, it was about it being clearer, it was about it being consistent (e.g. scanning upon docking request except when cold running).
Personally I would include 'planetary scan missions may get you in trouble with the law' as a known straightforward risk. They do say 'these actions may be considered illegal at the target destination'. <shrugs>those are known, straightforward risks and I accepted them as such.
Ahem...For the umpteenth time, losing exploration data was never the center of the issue. It was a side effect.
I lost 23 Hutton Mugs that I had in my cargo hold (no, I am not going to go get them again. EVER.), the ship itself (easily replaced through insurance), 3 Modular Terminals (and we all know how difficult it is to gather 25 for Marco Qwent)... and 250M worth of exploration data from my previous trip to Eta Carinae, Statue of Liberty and their surroundings.
...snip...
I lost 5 or 6 days of exploration, hundreds of solar systems worth, and I am a bit upset. So what gives? Is this something that would remain in the game, unchanged? It makes no sense to inflict such a disproportionate punishment for such a small mistake, when there are countless methods to properly punish a mistake according to its gravity.
You're the one that made it centre of the issue. Don't get exasperated with others for treating it the way you set it out.I never said I didn't make mistakes. I know I did. But they were disproportionately small compared to the punishment, which ultimately prompted me to dispute the implementation of this game mechanic.
Small fines should never become bounties. Tick. Small fines don't become bounties. You've already got what you're asking for. However, asking for things to be the way they already are suggests a misunderstanding somewhere.1. Small fines should never become bounties. Ever. They should simply add up until a threshold is met and they become bounties then.
By direct consequence you're therefore saying we should ditch any current or future gameplay which involves evading station security and docking somewhere illicitly.2. Wanted status should void docking rights being accepted. A station which does not make the connection between the ship (and its pilot) and the same pilot being wanted reeks of incompetence. We're in 3305, for god's sake, you would think database unification would be a thing.
You're saying that, but that's not what you're setting out.I'm saying it needs to be reworked to be generally favorable to everyone under certain circumstances.
Again, this is already the situation. You're asking for things to be reworked to the way they are.For example a 200 credit fine should never become a bounty.
What's the point. Just keep bounties as bounties and fines as fines.There should be a threshold. 10K credits, 50K credits, some sort of meaningful threshold.
Covered this already above.Also, the station you are attempting to dock to should automatically reject your access if you have a bounty on your head. It could also notify nearby security ships, so they would come after you. That's fine.
Wrong. But be my guest and go with the paranoia.But welcoming you, then scanning you as you are entering the slot, then changing its mind is a dirty tactic which has one reason: to trap unsuspecting players.
Rubbish.And guess who would those be? Not veterans, but newbies. Current implementation only punishes newbies.
Because that's not what that message is for. That message is telling you the nature of your access to the station services. The message telling you what you needed to know was the 'Wanted' status message on your HUD.Believe me when I say it was totally not clear at that moment. "Destruction likely when scanned" would have been a much better warning, for exemple.
Could work as an extra option beyond standard docking request, i.e. notify the station of your wanted status and turn yourself in. The current mechanism needs to remain though for reasons explained above.- An entry under "request docking" called "turn in" - which will allow you to dock and be detained for processing would suffice. The station would appear red and would reject standard docking request (and notify nearby security ships). But if you choose the second option, they will guard you and allow you to dock and be processed.
Fines don't become bounties. Are you saying they should after 24 hours? Previously you were saying fines should never become bounties.The issue being it's too simple. For example: any fine value becomes a bounty after 24 hours.
Is it still confusing now that you know what happened? i.e. you were in a jurisdiction where you were Wanted, got scanned (revealing your wanted status), and had your docking privileges revoked because you were wanted?It's confusing because you are granted docking... but then you're denied docking. It's confusing because "Anonymous access" means nothing to the one who sees this for the first time. And so on.
Were you offences not labelled appropriately?ANY system, no matter how simple, can be confusing. Why do you think all DC powered electrical machines have the (+) wire marked differently from the (-) wire? There... simple system. Confusing if not marked appropriately.
That wasn't the point. It's not the change that's confusing. I'd be fine with it if it was just about me personally. It isn't though. The context for this was that you were setting out things for a system that would make sense to everyone. It's fairly simple; if system A has a point of confusion which results in complaints, then if you change to system B which has more points of confusion, then there'll be more complaints. In other words you've acted against the objective you set out to achieve.Here I disagree. Any change is confusing at first, does that mean we should never make changes anywhere because increasing complexity is bad?
It wasn't hard. I just went 'ah, so fines work as fines. Bounties don't work as fines, they work as bounties. Fines don't become bounties and vice-versa. If I'm Wanted that'll show up if scanned and I'll be attacked by law enforcement or bounty hunters. Therefore, pay off fines at the station if I'm going there and don't go to stations I'm Wanted at.I think you're just too used to it.
What I said was:Wow... just wow. But-but-but... you said it yourself: "We've already got a simple system" - does any of the above look simple to you? I admit I didn't know all this information, but my God it's a mess!
It's what the whole thing boils down to. Deal with that one thing and what happened to you wouldn't have happened.That was not the critique. Are you missing the point on purpose?