If I kill 20 ships in 5 systems a day, who gives me the missions- i.e. if I do large scale BGS work do I have 5 missions to redeem myself with 5 factions I attacked?
I think notoriety is a pilots federation thing. Not sure, it never really was explained in game, but i see it like that. So it could be about any faction offering the redemption missions, based on pilots federation request.
But yes, notoriety at 5 would result in 5 missions to be done. Which would take some time to get rid of.
Which factions give me the criminal missions / how does this plug into the BGS? Is it local or bubble wide?
Giving the criminal side missions, that's indeed a bit more interesting. The easiest implementation would be to have it bubble wide. You're in a system of low enough security and factions with criminal background once a while offer you such missions.
The "plus" version would go a longer way. Have something like criminal bosses through the bubble. Kind of like engineers, but not doing engineering service but providing crimial stuff. But while this would be awesome, there's be a number of issues. Among them what special things those guys would offer to make it worth it, but also to have equivalents on the lawful side to cater for the non-criminal side of the community, instead of it feeling like the game pushes everybody to be a criminal.
This would be a huge suggestion on it's own, so i would not want to go further into it here. Especially as anything of this size at the moment would be years away.
Your system works well for people who are at low notoriety or are criminals but the middle transition period would need to be carefully thought out (too large and people just wallow).
I agree. It would perfectly fine on both ends of the spectrum, while the grey area in between would need a lot of attention and finetuning. It would sure not be the end of developlment. I merely think that it would be a huge step ahead for rather limited implementation effort.
There's a lot more to be done, especially if you want it to be really good. But when you want to put something "really good" into the games current development plan, we might also speak about "in a distant future".
In the end, what does notoriety give you? For your idea to have maximum traction the notoriety levels would need some sort of greater role, along with black markets and criminality in general. I've suggested several times high notoriety alters how NPCs react to you, from traders dropping cargo more to intimidating low end bounty hunters.
In my suggestion, mostly some missions. Which i know that they will in the run of time also grow old. Black markets are a bit of an odd thing. A good smuggler doesn't need to kill people, so he'd never gain notoriety in the given system.
For me the biggest problem with notoriety is that there is no difference between being 1, 5 or 10. They spawn BHs equally (or appear to, have not tested) and (currently) it then becomes a matter of time waiting for it to go (or simply ignore it altogether- something that I do). Also, players fall into two groups: the first group are the 'whoops!' group who accidentally blow someone up and sit at 1- I can see this group liking your idea. The other are people who don't care at all and go from 0 to 10 and stay there- they don't care what happens or who comes after them. Its this latter groups behaviour that led to my suggestion- you can go from 0 to 10 in the space of ten minutes, and with my simple idea that has immediate consequences that make something of ATR that fits neatly into a C + P gap.
Hmm. Sure that things are always the same? I mean, i didn't have notoriety since quite a while. About half a year ago, for an hour or so, i was at 1 and that's it. But when the C&P beta was around, i spent some time there to rack up notoriety. And at least during that beta, i noticed that the ATRs came in within seconds after i interdicted a ship, once my notoriety was over 6 or so.
Has this changed? For yes, i do believe that higher notoriety should come with higher risk attached. And i thought it was that way. I know that a well set up ship can deal with ATRs, but the pressure should be there.
The way you describe it here it sounds like things were made easier again after the C&P patch. If that's true: not a good move in my eyes. But from my perception, what's actually missing for the criminal career is not so much even more risk. But rather the flair attached to it. At the moment there's little of that here. Anybody who has more than just a vague idea of crime in this game can avoid all the consequences with just minimum planing. And think that all the ATRs won't change that. More believeable interactions, along with special goodies like the missions i described probably would help more here.
Of course, that's just how i see it. Somebody who turned away from his smuggler career at some time, as it just wasn't interesting enough, and went the lawful route instead.