A away to avoid unwanted bounty whilst in RES site

A suggestion for a more involved game play experience whilst in a RES, or [low/high] Resource Extraction Site.
This would probably only work for solo or private games, not for open and refers to Elite Dangerous 2.4/1.7
The idea is that during game play it sometimes happens that you shoot the 'police' and end up with a wanted status. This could have been intentional or unintentional, but either way you now have a 6 day bounty where upon you can't really hunt in that systems' RES sites because police scans will reveal you are a criminal and you'll forever be chased and will incur increasing bounty for defending yourself.

What I propose is a way to prevent/delay the automatic wanted status and give the player a chance to either allow it (take no action) or prevent it (take steps to ensure the bounty is not raised).

The idea is that instead of being assigned a WANTED STATUS/Bounty issued for shooting 'police', the following should happen:

1. One and only one of the 'police' ships takes the role of "communications" - they are attempting to call in for reinforcements or assign the WANTED status/bounty to the player.

2. Before the comms ship can complete the radio call, the NCP is on a count-down timer and this is the window of opportunity for the player to deal with the NCP as they see fit - ie shoot it and kill it or leavie it alone and take the bounty.

3. Upon killing the comms NCP, the next available NCP police assumes the comms role and the timer resets, and again the player has a time window to shoot down the NCP until no more police are currently in the system.

4. When there are no more NCP police in the system (all been killed off), no reignforcements arrive for the duration of that session (until the player quits to main menu, or leaves the RES site - eg super cruise). No bounty is raised and the player has 'escaped' a wanted status.

5. If the player fails to kill of the comms NPC in time, then the wanted status is applied and a bounty issued as normal.

6. The UI is updated to display the NCP of the police ship currently assigned the comms role, and the count-down timer shown somewhere in the HUD.

This can add a sense or urgency to RES site farming and add varied game play. Additionally, it might be OK to spawn in extra police after, say 30 mins, and you again have to deal with the comms NCP to maintain the immunity of the bounty. Perhaps by leaving the RES site, having avoided the bounty, then this becomes permanent - ie no bounty issued and upon return there are police who are not looking for you and just going about their usual business.

I'm assuming in all of this that the player was currently 'clean' and had no bounty assigned to them for the current system upon entering the RES site. Of course, if they did already have a bounty for this system then no amount of shooting comms NCP is going to change that.
 
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