Fly on the wrong side of the law

I have a question on my mind, but I don't have the courage to try and learn. I've always fought as a good guy. My curiosity is, if I go to the other side and kill the security forces that come to the intervention, can I survive and continue the game like this? So is there any possibility that the bounty placed on my head will reach billion credits and continue to live with this bounty? Or do immortal and invulnerable ships come and pull my plug after a point? Has anyone experienced something like that?
 
The worst you'll get is ATR, engineered police that will knock out your shields. I take that as a sign to leave the instance (and could cheesily return immediately if I wanted to play that way).

Being a naught crim makes the game a bit more interesting, when you have notoriety you can't pay off fines & bounties at an interstellar factor but you will adapt pretty quickly :)

Try it :)
 
I have a question on my mind, but I don't have the courage to try and learn. I've always fought as a good guy. My curiosity is, if I go to the other side and kill the security forces that come to the intervention, can I survive and continue the game like this? So is there any possibility that the bounty placed on my head will reach billion credits and continue to live with this bounty? Or do immortal and invulnerable ships come and pull my plug after a point? Has anyone experienced something like that?
You will gain notoriety and as a consequence you’ll find it harder to dock and get services.
eventually when your level rises the security forces will get stronger.
 
The harder station dock or stronger security forces are not too troublesome. But what's written about ATR seems to be exaggerated. Frontier must be obsessed with explaining that crime cannot go unpunished. :rolleyes: I think such a Concord mechanism should only have been in high-level security systems (So I can skip them via map).
 
I presume that, if your hull is sufficiently tough, the fact that you've lost your shields shouldn't be a big deal - and certainly not an imminent danger of losing your ship.
 
I presume that, if your hull is sufficiently tough, the fact that you've lost your shields shouldn't be a big deal - and certainly not an imminent danger of losing your ship.

Try it for yourself, see how you get on :)

Go to a high RES & start shooting miners. The miners won't shoot back, the police will be fairly easy to evade. Eventually the ATR will show up, you get their voice comms & they take out your shield generator (a reboot will get them back up). The ATR seem to be designed to distract you rather than outright kill you, but if you are there to kill civvies for BGS reasons it's a lot easier without them around. After a few instance changes you'll get bounty hunters after you too, usually a single ship, as with the regular police not that difficult to evade (just boost a couple of times).
 
Think what Op is asking is the mid to long term ramifications of going dark.
So he can't repair or refuel (own carrier a bonus).
He can't land normally would have to sneak in using heatsinks or silent running.
Be permanently targeted by any authorities within a system he is in. So make home system an anarchy system with assets like stations etc.
Owning a carrier ensures refuels re arms etc or does your own carrier shoot at you?
Bounty hunters (npcs) always incoming?
If mining would system auth ships scan then open fire?
Once he has killed a few 100 innocents is notorious capped if so how long?
Lots of questions hehe

o7
 
Its not a big deal at all. Go kill whatever you feel like anywhere but your home system and someplace with IF. Killing system authority does cause excalating bounties but you would need to slaughter hundreds or thousands to get a bounty of a billion credits. Just be ready to get swarmed if you cant knock them down fast. They tend to call in reinforcements if you stand your ground and fight. Notoriety is a minor nuisance but only matters if you are trying to pay off the bounty at IF. You could massacre an entire system and then go someplace 50LY away and turn report crimes back on. The bounty hunters will come but let them attack and get wanted.
 

Deleted member 182079

D
I brought my notoriety to 10 once to see how it plays out. It's quite gamey in that you can avoid most problems if you just move systems, or leave the instance only to return right away. In a place like Colonia or Pleiades with few factions in many systems this will be a bit harder, in the bubble unless you're tied to a system (BGS for example) you almost won't notice.

What I found the worst annoyances are the fact you'll be hounded by bounty hunters so regular interdictions, and the way hot modules work, esp when buying or replacing any of your wanted ship.

I found it pretty tiresome after a while, even though on paper it sounds appealing to play criminal. Not in Elite unfortunately, plus the financial rewards are not even remotely as good as playing a goodie two shoes.
 
No real c&p anywhere that's the problem. No cohesive infrastructure for tracking villains npc or player apart from local boards which are crap.
No piracy tools no smuggling thats profitable. Their rebalance did nothing for any of it. Exploration too got blanked.
I was hoping for more in depth reviewing of gameplay issues.
Guess that's wishful thinking.
 
I have a question on my mind, but I don't have the courage to try and learn. I've always fought as a good guy. My curiosity is, if I go to the other side and kill the security forces that come to the intervention, can I survive and continue the game like this? So is there any possibility that the bounty placed on my head will reach billion credits and continue to live with this bounty? Or do immortal and invulnerable ships come and pull my plug after a point? Has anyone experienced something like that?

It's the ship that becomes Wanted rather than the player (for the most part) so there's nothing to stop you building yourself, say, a Krait or FdL, use it to do naughty things and then just park it up and go back to being a law-abiding citizen.

If you've just been doing naughty things, and gained notoriety, you won't be able to pay off fines and bounties until it dissipates, even if you're flying a Clean ship, but that shouldn't be a big deal unless you accidentally do something naughty.
 
To fly on the wrong side of the law there would need to be a law for you to be on the wrong side of. Sadly this game has zero consequence.
 
To fly on the wrong side of the law there would need to be a law for you to be on the wrong side of. Sadly this game has zero consequence.
The game has a bizzare mix of toothless law enforcement against habitual criminals, and inescapable consequences and costs for occasional non-murder bounties.

Any bounty, no matter how small, makes outfitting and transferring an absolute pain in the backside regardless of whether you're in the jurisdiction where you're wanted, all crimes are instantly, immediately and inescapably recorded against you even in zones with no system link or surviving witnesses.

Meanwhile, people that go big and set out from the start with the intent of Doing A Big Crime find that the police are barely a hindrance until ATR show up, and even they are a mild inconvenience that you can reset by jumping out and then back in again. The only difference the security levels make is how annoying it is to do things that take time (such as scooping up the loot after some piracy). Outright murders? You're barely slowed down at all. Ganking? Hell, if you're ganking then the biggest obstacle is your own FSD cooldown timer, not the cops.
 
The game has a bizzare mix of toothless law enforcement against habitual criminals, and inescapable consequences and costs for occasional non-murder bounties.

Any bounty, no matter how small, makes outfitting and transferring an absolute pain in the backside regardless of whether you're in the jurisdiction where you're wanted, all crimes are instantly, immediately and inescapably recorded against you even in zones with no system link or surviving witnesses.

Meanwhile, people that go big and set out from the start with the intent of Doing A Big Crime find that the police are barely a hindrance until ATR show up, and even they are a mild inconvenience that you can reset by jumping out and then back in again. The only difference the security levels make is how annoying it is to do things that take time (such as scooping up the loot after some piracy). Outright murders? You're barely slowed down at all. Ganking? Hell, if you're ganking then the biggest obstacle is your own FSD cooldown timer, not the cops.
100% this.

For the habitual criminal, who understands the way C&P works in the game, punishment is no obstacle, merely a consequence of action. No C&P system short of simply removing crime and criminal gameplay (either in actuality or virtually) will ever change that. Meanwhile, for the lawful player, who doesn't understand the system, the C&P system can be an absolute embuggerance.

I wrote this a long time ago, and I think it still applies. The core reason the C&P system doesn't work is that primarily rewards those who know how to avoid it's consequences, and punishes those who don't. That might sound reasonable, but in execution, it means someone who goes "I'm going to plan a day of crime" goes about doing their thing, racks up a bunch of fines and bounties, and clears it out at the end of the day, without having batted an eyelid about the consequence. Meanwhile, a casual miner who inadvertently shoots a cop will find themselves lugging about a half-load of diamonds or something, unable to continue mining, at risk of being destroyed by cops and criminals alike.

This is why I've always argued that criminal conduct aspects such as notoriety and being wanted need some major incentives attached to them. The reason for this is so that the consequence of minor crimes can be substantially reduced, so that a simple "Shot a cop" by accident can be very easily cleared without things like IF. Meanwhile, for a career criminal, clearing your name of things like bounties and notoriety needs to be detrimental to your career as a criminal, by closing off your access to those incentives.

What this does is create an environment where players pursuing a lawful career and inadvertently cross the law can minimise their exposure to the consequences of criminal behaviour, in order to continue pursuing the rewards of a lawful career. Meanwhile, players who seek the best rewards a criminal career can offer must expose themselves for as long as possible to the consequence of their actions.

Of course, then there's smuggling, where the whole goal of that is to not get caught... arguably that's a hybrid career in between, and the consequence of that is being caught with illegal goods and forfeiting the goods, or at least any profit margins.

tl;dr being notorious and wanted should allow access to the most lucrative criminal activities, while simultaneously carrying the biggest consequences. Conversely, being clean should be the death of most criminal activity for that player.
 
Due to crime and punishment being and absolute f-f-fickity-fail piracy is antithetical to elite dangerous. Obey or be annoyed and inconvienced to death! Minus any modicum of fun!
 
100% this.

For the habitual criminal, who understands the way C&P works in the game, punishment is no obstacle, merely a consequence of action. No C&P system short of simply removing crime and criminal gameplay (either in actuality or virtually) will ever change that. Meanwhile, for the lawful player, who doesn't understand the system, the C&P system can be an absolute embuggerance.

I wrote this a long time ago, and I think it still applies. The core reason the C&P system doesn't work is that primarily rewards those who know how to avoid it's consequences, and punishes those who don't. That might sound reasonable, but in execution, it means someone who goes "I'm going to plan a day of crime" goes about doing their thing, racks up a bunch of fines and bounties, and clears it out at the end of the day, without having batted an eyelid about the consequence. Meanwhile, a casual miner who inadvertently shoots a cop will find themselves lugging about a half-load of diamonds or something, unable to continue mining, at risk of being destroyed by cops and criminals alike.

This is why I've always argued that criminal conduct aspects such as notoriety and being wanted need some major incentives attached to them. The reason for this is so that the consequence of minor crimes can be substantially reduced, so that a simple "Shot a cop" by accident can be very easily cleared without things like IF. Meanwhile, for a career criminal, clearing your name of things like bounties and notoriety needs to be detrimental to your career as a criminal, by closing off your access to those incentives.

What this does is create an environment where players pursuing a lawful career and inadvertently cross the law can minimise their exposure to the consequences of criminal behaviour, in order to continue pursuing the rewards of a lawful career. Meanwhile, players who seek the best rewards a criminal career can offer must expose themselves for as long as possible to the consequence of their actions.

Of course, then there's smuggling, where the whole goal of that is to not get caught... arguably that's a hybrid career in between, and the consequence of that is being caught with illegal goods and forfeiting the goods, or at least any profit margins.

tl;dr being notorious and wanted should allow access to the most lucrative criminal activities, while simultaneously carrying the biggest consequences. Conversely, being clean should be the death of most criminal activity for that player.
I put a similar thread together not long ago.

The crux of it was that the current C&P system was largely set up to avoid people taking a suicidewinder to clear off their bounties without paying the rebuy on their expensive murderboat, but the method they chose for doing this (making bounties attach to the ship and not the commander) introduced a whole host of problems of its own and and was needlessly convoluted for people that aren't in the habit of clearing their bounties while people that go out to do crimes on purpose just have their local IF on speed-dial and wipe the bounty before the day is out. At least under the old system murder bounties actually stuck for a week.

One of the biggest offenders is the security panopticon. Personally, I think lowsec should allow opportunities to get away with criminal activity entirely, even murder - just so long as you ditch the scene before the authorities arrive.
 
My take on mixing it up, from someone who flies illegally all the time:



Really what its doing is making ATR more persistent and random- which in turn means you can't rely on shields, and that you have to be very careful when scanned- in essence you need to keep a low profile and smuggle yourself about.
 
Last edited:
Of course, then there's smuggling, where the whole goal of that is to not get caught... arguably that's a hybrid career in between, and the consequence of that is being caught with illegal goods and forfeiting the goods, or at least any profit margins.

tl;dr being notorious and wanted should allow access to the most lucrative criminal activities, while simultaneously carrying the biggest consequences. Conversely, being clean should be the death of most criminal activity for that player.

Saw that long post and thought about mentioning smuggling...For a real life smuggler looking like honest traveller or businessman is quite essential. I think same should apply for in-game smuggler. Squeky clean active criminal record. "Me the honest trader a smuggling scum? Sir thats quite a libel!" Maybe smuggling profits should be metric to track those criminals access to underworld stuff.
 
Back
Top Bottom