Hello Commanders!
Overall we’re pleased with the changes to Elite’s crime system. However, we’ve got a few remaining issues that we’re interested to get your feedback on.
Specifically, we want to take a look at how hot ships and hot modules work with ports and outfitting and how to deal with the harshness of minor infractions.
We’ll take a look at each of these separately.
Hot Ships and Hot Modules:
Currently, hot ships cannot access outfitting. This is going to be reverted so that the following rules will be in place:
- Hot ships can access outfitting as long as the port is not controlled by a faction that has issued a fine or bounty against it.
- Modules can be taken from a hot ship and placed in storage, effectively becoming hot modules.
- Hot modules can be freely fitted to any hot ship.
- Hot modules cannot be fitted to clean ships.
- Hot modules can be cleaned for a cost (5% of the module’s cost).
- Any module fitted to a hot ship will instantly become hot.
Whilst this system works in the main, it suffers from two issues:
- The new player trap: it is possible to end up paying much more than you need to, because the cost of cleaning modules can quickly end up being more than the bounty or fine on the ship.
- By taking modules from a hot ship (with a very high bounty or fine) and placing them in a ship (with a very small bounty or fine) you can effectively launder the modules’ penalty cost. At the higher tiers, this can amount to significant value as the modules end up being an enormous portion of the ship value, to the point where it becomes cheaper to ditch the hull.
Whilst neither of these issues are game breaking, we feel that there might be a better, simpler compromise:
- Ships can access outfitting anywhere except ports controlled by a faction that has issued a bounty or fine against them.
- Modules can be taken from a hot ship into storage, but a cleaning fee (5% of the module’s value) must be paid up front.
- Modules can be fitted to a hot ship but they will immediately become hot modules.
We think that this addresses the new player trap; the cost of cleaning is right up in their grill, leaving no room for misunderstanding. If you have a 2000CR bounty on a hot ship and you’re asked for 10,000CR to clean the first module that you try to place in storage it’s pretty clear that you might want to reconsider.
At the other end of the scale, you can’t clean modules without paying an amount commensurate with the module’s value.
Importantly, you are not overly punished in terms of outfitting access and options. As long as the port you are in doesn’t care about the legal status of your ship, you can access outfitting and make changes to your criminal vessel. Sure, it’s gonna’ cost, but that’s simply part of the consequences for being a criminal.
Bounty Threshold
The other issue that we’d like to address is related and revolves around the perception that punitive measures in the legal system are too harsh at the lower end of criminal activity.
The way that crimes work in Elite is that they are classified as either a minor infraction that causes a fine to be issued against the ship, or a serious infraction, which causes a bounty to be issued.
In general, fines are working OK, because they only affect access to port services and are relatively straightforward to clear at the port. They still increase risk when in space; should your ship be destroyed in a jurisdiction controlled by a faction that has issued a fine against it, you will be processed as a criminal and sent to a detention centre. However, because they do not allow other ships to attack you, it is a manageable risk.
Bounties at the higher value amounts also work: if you become a valid target in jurisdiction controlled by the faction that issued it, authorities may be summoned to take you down if you are detected. You must visit the shady Interstellar Factors to clear your ship, which they will only do once your Notoriety has faded.
The issue that has been raised is that at the lower end of the scale, say accidental friendly fire that results in a bounty, or trespass, the measures are too harsh. Being attacked immediately is probably reasonable, but the feedback we’re getting is that the rigmarole of using Interstellar Factors is too much.
Arguments can be made for and against this stance. Whilst the current system does technically work, we’re considering the following amendment, which we see as a potential improvement:
- Bounties that do not include the crime of murder can always be paid off at security contacts.
- Bounties that include the crime of murder can only be cleared using Interstellar Factors.
For this to work, we would mark up bounties that included murder so that they could be visually identified, probably with a skull icon or something similar. We don’t feel they need a different naming convention, as the only difference is how you clear them.
Again, the idea here is that crime has consequences, but that those consequences are as commensurate as possible. We’re very interested in what you think of this proposal. Elite Dangerous is a complex game, and we know that you folk are best placed to tell us where the holes and issues are, so have at it!