Scanning guards

When I scan a guard who has a bounty, the whole base goes aggro against me and I get a bounty. If I kill a guard first, I get a bounty even if they were wanted after I killed them

This makes it completely unbalanced against the player as we can't scan them except from secret without setting off alarms and aggro the base. If we scan them and they DON'T have a bounty, they do nothing.

Please look at making this a fix.


Please fix this
 
When I scan a guard who has a bounty, the whole base goes aggro against me and I get a bounty. If I kill a guard first, I get a bounty even if they were wanted after I killed them

This makes it completely unbalanced against the player as we can't scan them except from secret without setting off alarms and aggro the base. If we scan them and they DON'T have a bounty, they do nothing.

Please look at making this a fix.


Please fix this
NPCs at the settlement are all staff, or a singular gang if you want to think of it like that. When one goes aggro against you the whole gang does. A gaurd which has had his bounty revealed to you is going to shoot, and so is everyone else.
 
Well yeah, obviously I wouldn't be seen - I just hadn't seen a good reason to even bother :)
The overlarge shouty text wasn't for your benefit :D

PS the bounties aren't worth it, not for credits. Worth a sneaky scan just in case they have one so you can off them without repurcission.

Again without being seen.
 
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PS the bounties aren't worth it. Worth a sneaky scan just in case they have one so you can off them without repurcission.
Well, that comes back to my original question - why bother? It's like going around all the local police asking "Are you bent?". Didn't seem a sensible occupation 🤷‍♀️

Edit: Though 300k is more bounties that I've seen off scavs etcs, so I'm glad I found out there are larger ones on the active bases if I want them (y)
 
You shouldn't be getting a bounty if the target is wanted, at least according to the game's own help text in the codex.

But the wanted target's friends most definitely will respond.
 
Well, that comes back to my original question - why bother? It's like going around all the local police asking "Are you bent?". Didn't seem a sensible occupation 🤷‍♀️

Edit: Though 300k is more bounties that I've seen off scavs etcs, so I'm glad I found out there are larger ones on the active bases if I want them (y)
I don't know where the 300k is coming from - maybe a full settlement worth of bounties would add up to that. No, there's no reason to be scanning anyone if you're there on a mission or there to not do combat.

And if killing scavs, just kill then scan.
 
Well, that comes back to my original question - why bother? It's like going around all the local police asking "Are you bent?". Didn't seem a sensible occupation 🤷‍♀️

Edit: Though 300k is more bounties that I've seen off scavs etcs, so I'm glad I found out there are larger ones on the active bases if I want them (y)
I've never seen one higher than 75,000. Most are 8,000 - 25,000 a peace. My guess is he's added up all the bounties from a large base owned by a criminal faction to come up with the 300,000 credit figure.
 
the thing is... if the target has a bounty and attacks me... his bounty should increase. Me on the other hand defending myself should not get a bounty because of that.
Lets look at how the game basically worked before. You go and find a wanted ship, it comes up as wanted, you attack it and when it responds in firing at you, the system authorities are called in to assist you (if you have "report crimes against me" enabled). You do not get a bounty off of that. If that target has friends with him who will help him, they will be doing an unlawful thing as well and will get targeted by the system authorities as well. Now, if it would work in a similar manner on how it works in settlements at the moment, you would find a wanted ship, attack and get a bounty for it, they attack you... if authorities would show up to blast the both of you, then they would end up wanted as well.
Long story short. I understand that when you go into a settlement and find a wanted person there and they attack you, you should have every right to respond with self defence or even attack a wanted criminal anyway, and you should not incur a bounty from it no matter who owns the settlement. Others can jump in and attack you but should also get a bounty from just doing that. Right now it seems like its illegal to take any actions against criminals cause you become a criminal from it as well. NOT how this game has worked for a long time now. Also, lawful settlements who are allowed to place a bounty on you should not have guards or workers employed who have a bounty on them. Unlawful settlements with guards who are criminals should not be allowed to place a bounty on you (since when can a criminal walk into a police station and hand in a police officer for trying to arrest him?) (if you are going to come back at me with "we are not cops so we are not allowed to take laws into our own hands" then the whole bounty system should be removed from the game, and instead people should be able to get a job as a "space cop")
 
the thing is... if the target has a bounty and attacks me... his bounty should increase. Me on the other hand defending myself should not get a bounty because of that.
Lets look at how the game basically worked before. You go and find a wanted ship, it comes up as wanted, you attack it and when it responds in firing at you, the system authorities are called in to assist you (if you have "report crimes against me" enabled). You do not get a bounty off of that. If that target has friends with him who will help him, they will be doing an unlawful thing as well and will get targeted by the system authorities as well. Now, if it would work in a similar manner on how it works in settlements at the moment, you would find a wanted ship, attack and get a bounty for it, they attack you... if authorities would show up to blast the both of you, then they would end up wanted as well.
Long story short. I understand that when you go into a settlement and find a wanted person there and they attack you, you should have every right to respond with self defence or even attack a wanted criminal anyway, and you should not incur a bounty from it no matter who owns the settlement. Others can jump in and attack you but should also get a bounty from just doing that. Right now it seems like its illegal to take any actions against criminals cause you become a criminal from it as well. NOT how this game has worked for a long time now. Also, lawful settlements who are allowed to place a bounty on you should not have guards or workers employed who have a bounty on them. Unlawful settlements with guards who are criminals should not be allowed to place a bounty on you (since when can a criminal walk into a police station and hand in a police officer for trying to arrest him?) (if you are going to come back at me with "we are not cops so we are not allowed to take laws into our own hands" then the whole bounty system should be removed from the game, and instead people should be able to get a job as a "space cop")
Absolutely. The disconnect between how scanning works between ships and on-foot makes it hard to learn.

Id rather see the on-foot system working as the ship one:
Scanning and detecting a bounty is not a hostile act. Attacking (while seen) is.

I also hate the concept that if you stealth kill a random guard and nobody sees it, you still get a bounty.
 
i feel this is kinda illogical too. i get the "if one guy becomes hostile everyone does" for e.g. raider bases or if you actually do something against the base, or similar, but, this just happened to me:
  • I was in a base owned by the system controlling faction
  • I scanned a guard, he did not tell me to stop or anything
  • he had a local bounty -> one issued by the system controlling faction (= the faction employing both him and the rest of the base)
  • he opened fire on me, I got a bounty somehow
  • I tried to run, got mowed down by automated defense turrets
HE was the one committing 3 crimes (being alive with a bounty; opening fire unprovoked; and opening fire in a non-fire-zone), but I was targeted by the automated defenses of the faction THAT HATED HIM.

I would get it if murdering a guard (even if he has a bounty) in plain sight would trigger a response, or if the other NPCs would have defended me, or if he simply went "well yeah tough luck, yeah i have a bounty, what are you gonna do now, i'm a guard, you can't do anything", but by what logic would I get a bounty and attacked by everyone and everything for him attacking me unprovoked AND while legally hated by his own employer?

honestly feels like an oversight in the whole base aggro system.
 
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Why are ppl scanning guards for bounties at all? What am I missing?

If you scan a ground target, discover they have a bounty, and then kill them you won't get WANTED status. If anyone else sees you scan them (including the target), they will still go hostile. It can be an important distinction when dealing with non-anarchy bases. When dealing with anarchy - kill them first, scan later. Also, preferably shut down settlement alarms before going on the killing spree.

As far as cleaning out an anarchy settlement, or scanning scavs in a derelict settlement, you can earn betwen 100k and 300k of credits. No, it isn't a lot of cash, but it does add up. Also, turning in those bounties increases your reputation with the factions that issued them (I often have 5-7 different ones when turning them in later). Better rep means better mission rewards from those factions. Far from pointless.

Ah, is this how people are cheesing the Mercenary Rank?
Uh, no. Mercenary rank, just like Combat (ship) rank, is gained based on the targets rank in relation to yours. Exploration, Trade, and Exobiology are affected by how much money you turn in, but not the combat ranks.

The only way I'm making ANY progress (currently Gladiator, grinding towards Deadeye) on Mercenary rank is by doing High Intensity combat zones. Depending on how many I kill, I will earn between 9 and 17 million a run. The bar barely moves. I have to measure it by noting where the tip of the bar is lining up under the text above or below it and then comparing that after the battle is over. The progress is incredibly slow (the grind from Deadeye to Elite is going to be horrendous). Also, the progress happens as I make the kills, not once I turn in the combat bonds. I always check for the progress, and how much money I will have to turn in, on the flight back in the Frontline dropship.

As far as I know, the only way people are cheesing Mercenary rank is by going to the site on their own (not enlisting), and rapidly destroying everyone on both sides with the handheld missile launcher. I prefer to actually enlist, get the free transport, and gain rep with a particular side.
 
If you scan a ground target, discover they have a bounty, and then kill them you won't get WANTED status. If anyone else sees you scan them (including the target), they will still go hostile. It can be an important distinction when dealing with non-anarchy bases. When dealing with anarchy - kill them first, scan later. Also, preferably shut down settlement alarms before going on the killing spree.

As far as cleaning out an anarchy settlement, or scanning scavs in a derelict settlement, you can earn betwen 100k and 300k of credits. No, it isn't a lot of cash, but it does add up. Also, turning in those bounties increases your reputation with the factions that issued them (I often have 5-7 different ones when turning them in later). Better rep means better mission rewards from those factions. Far from pointless.


Uh, no. Mercenary rank, just like Combat (ship) rank, is gained based on the targets rank in relation to yours. Exploration, Trade, and Exobiology are affected by how much money you turn in, but not the combat ranks.

The only way I'm making ANY progress (currently Gladiator, grinding towards Deadeye) on Mercenary rank is by doing High Intensity combat zones. Depending on how many I kill, I will earn between 9 and 17 million a run. The bar barely moves. I have to measure it by noting where the tip of the bar is lining up under the text above or below it and then comparing that after the battle is over. The progress is incredibly slow (the grind from Deadeye to Elite is going to be horrendous). Also, the progress happens as I make the kills, not once I turn in the combat bonds. I always check for the progress, and how much money I will have to turn in, on the flight back in the Frontline dropship.

As far as I know, the only way people are cheesing Mercenary rank is by going to the site on their own (not enlisting), and rapidly destroying everyone on both sides with the handheld missile launcher. I prefer to actually enlist, get the free transport, and gain rep with a particular side.
Next time please don't take 6 months to reply - then I might not already know all that stuff.... 😜
 
You shouldn't be getting a bounty if the target is wanted, at least according to the game's own help text in the codex.

But the wanted target's friends most definitely will respond.
The problem is that on foot combat doesn't work the same way as ship to ship combat. The basic ground scan doesn't reveal if the target is Wanted or not like the ship to ship method does; it only reveals the security level of the target and their name. Now if they are Wanted and you kill them, you will get an immediate (and low) amount of credits; and if you're in a non-anarchy settlement, you will also become Wanted; the same as if you killed a Wanted ship before you finished the basic scan. Ground targets don't become legitimate "not against the law" kills until you complete a hand scan of them (equivalent to kill warrant scan in ships).

Is it supposed to be this way? I have no idea. It could be a bug or it could be a feature. If I'm in anarchy settlement, I always kill first and scan later. If I'm at non-anarchy settlement, I'll often try to scan them before killing them; if they are Wanted, I won't become Wanted by killing them. Yes, becoming Wanted isn't the end of the world. But when you have 6-8 missions to do, and being wanted might prevent you from landing directly at several of the other target settlements, you try to avoid it. Nothing I hate more than having to run long distances... takes forever.
 
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