C&P...Does it work?

So? How many friendly fire hits are needed to get a 200cr bounty? All I can say for sure is it wasn't a kill and I immediately stopped when I saw the warning. That said, I'm usually very careful but last night in the CG I got a little jittery due to sleep deficit and I can't swear it wouldn't be more than one shot.

So my point being is that there is no Notoriety timer for a 200cr bounty, as your scenario posited:

does it make sense that the notoriety timer for a 5000cr kill bounty is the same 2 hours than for a 200cr bounty (that rather should be a fine imo) for a single friendly fire shot?

You only get Notoriety for the crime of Murder.
 
I did. You're either wrong or I stumbled upon a (new?) bug.

Kari Kerenski is correct : friendly fire don't trigger notoriety :

Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.

[...]

Friendly Fire and Reckless Weapons Discharge
• The tolerance for friendly fire has been increased - you can deal more damage before you gain the assault crime.
• A new crime has been added "Reckless weapons discharge", which triggers at the old friendly fire threshold, and is only a fine.
These changes reflect the potential increased consequence for a bounty, allowing more leeway before one is issued

But, if you don't have any trigger discipline and hit a clean ship, then you stay in the instance and the NPC got killed, it will trigger notoriety on you iirc.
 
I don't deny this, but whatever it was, I had a notoriety timer on a 200cr bounty and hence she's wrong when she says:

Unless you insist I'm totally senile and can't read a few simple words. [big grin]
I was at the right place at this time (an I.F.), had 2 different bounties on 2 different ships (a 5000cr bounty for a friendly kill and this suspicious 200cr bounty) and I couldn't pay the 200cr bounty as well with a clear reference to my notoriety.

Or I got her words the wrong way and they were related to the scenario I described, but not directly meant as "there can't be a notoriety timer on a 200cr bounty". Because the latter is definitely wrong or it was a bug.

Your Notoriety timer was for the 5000cr bounty for "friendly" kill (let's call it for what it was - murder), not the 200cr bounty.
 
Meanwhile I suspect there's a bug and the timer for the 5000cr bounty must have also locked the 200cr bounty, as I could clear both in the moment where the first (for the 5000cr that I caught way sooner) timer ran out.
That's not a bug, that's exactly as designed. You can't clear any bounty when you have notoriety. You can have notoriety and no bounties at all, if you kill someone then get rid of that ship entirely.

Otherwise you could murder ten people in different jurisdictions and clear notoriety for the lot in 2 hours ... while murdering two people in the same jurisdiction would require 4 hours to clear.
 
Believe it or not, I couldn't clear that 200cr bounty as well. There is absolutely no doubt about it, as I had to move to the other ship to see it at all. Meanwhile I suspect there's a bug and the timer for the 5000cr bounty must have also locked the 200cr bounty, as I could clear both in the moment where the first (for the 5000cr that I caught way sooner) timer ran out. Too bad we don't see a counter for these notoriety timers, then the whole case would have probably been clearer...

That sounds like it's working as intended - Notoriety is on the Commander, whereas bounties are on our ships, so your 200cr bounty could not be paid off until your Notoriety for the murder had cleared.

EDIT: Ninja'd by Ian :D

p.s. I don't know why you poke on the term "murder" for the 5000cr bounty as I never denied that.

I know, but there's many who think being murderously reckless is a trivial thing that should only be fined.
 
Believe it or not, I couldn't clear that 200cr bounty as well. There is absolutely no doubt about it, as I had to move to the other ship to see it at all. Meanwhile I suspect there's a bug and the timer for the 5000cr bounty must have also locked the 200cr bounty, as I could clear both in the moment where the first (for the 5000cr that I caught way sooner) timer ran out. Too bad we don't see a counter for these notoriety timers, then the whole case would have probably been clearer...

p.s. I don't know why you poke on the term "murder" for the 5000cr bounty as I never denied that.

Please read the post about C&P :
Notoriety and Murder
[...]
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
 
The problem with C&P pre 3.0 was greifing and ganking (i.e. sort out PvP), FDEV did not address this properly but reinvented the wheel with faction based C&P. Some things they brought in are good but fundamentally FDEV got it badly wrong, the C&P system is not intuitive or fun. The major problems are:-

1. Hotships is not logical, even with respect to Faction C&P. Noteriety was a fix bolted on to make hotships function but in reality makes hotships nearly pointless. It is not a well thought out fix as it is time dependent so basically meaning less!

2. Bounties that you can pay off yourself are not bounties, they are fines.

3. Minor crimes (such as accidental fire) can cause alot of bother for a generally law abidding pilots, whilst, serious greifers/gankers find it too easy to avoid any real consequences.

These are the basic problems in a nutshell.

Solutions.

A. The change in 3.0 should of been a Pilots Fed. reputation scale (at leats we have PF bounties), with re-buy rates affected by PF reputation and claim rates.

B. Faction/power C&P should be repuation based, i.e. if hostile then you are wanted with bounties relating to your ship cost.

I have put alot of detials in this post a while back, which, goes into to it in some depth. https://forums.frontier.co.uk/showt...he-current-system-but-adds-depth-and-gameplay
 
No, it does not work. The idea of a crime & punishment system is to let criminal and law enforcement gameplay emerge from it and that is not the case. Crime got only made annoying and law enforcement gameplay does not exist.

If you look at a solid example of such a system you could look to the GTA games - you commit a crime and the cops respond and you then face the choice to surrender or can escalate. This escalation gives way to further gameplay choices and ramps up the threat and challenge while also opening up new means of dealing with things. You can at any time choose to give up and submit to the law or pay a hefty penalty but either way end up being a law-abiding citizen again, all dues paid. You can also pay your way out of being hunted by the cops by entering special buildings to have heat stripped from your vehicles and reduce the police awareness this way. You can play hide & seek for a while to watch the wanted level drop. There's also the opposite side in the form of playing police to hunt down bad guys, be it a local thief running with a purse or hopping into a car to chase down other criminals.
While it's a simplistic model without impact on the world at large (as that's beyond the scope of the games) it's still a fully working and enjoyable gameplay loop with plenty of risk and reward potential to spice up the game.

In ED you currently get punished for mistakes and branded as a criminal with annoying penalties and don't have a way out of those - you're flagged for killing an innocent ship strafing throuh your weapon arc in a messy situation and then you face a hidden timer you have to wait out by being logged in to get rid of all penalties.
There's also no reward for further escalating crime and taking on law enforcement. Crime careers should have been significanlty reworked and rewards increased to make them viable. Currenlty you get far less income than safe careers, vastly increased risk of losing the ship, all the gained loot and a ton of additional credits, arcane punishment in the form of the pilot flagging system and on top have little content and constant repetition in gamplay activities. You're also for some reason supposed to be a criminal in a trading ship with tons of collector limpets, yet need a heavy combat loadout as you get shot by traders, their escorts or special police forces with engineered ships.
Crime is one of the most underdeveloped aspects of the game and flawed by design. If you want a taste for it try to steal some cargo from a NPC trader - the hatchbreaking part, the fact that they can run, the constant beating you take and the awful looting mechanics with containers dropping out while the ship tries to boost and get away and your collector limpets not being able to pick anything up make it an abysimal experience. People like to glitch the NPCs by messing with the AI's simplistic scripting to make the NPC stuck in a specific spot or try to disable the drives and bump them to a halt with repeated maneuvers before hatchbreaking to attain some sort of efficiency when pirating. This shows how bad the whole game design is.

Then let's not forget that the revamp of the C&P system hasn't stopped criminals from gunning down innocents for no reason, which by the way is a core game mechanic to influence the BGS and system's security level and should have been fleshed out into proper gampelay instead of trying to shut it down.

What Frontier should do at some point is look at smuggling, piracy, the crime flagging system and the BGS, make sure there are emergent events to support crime sprees with gameplay and make sure to clearly visualize progress of the criminal status and resulting punishment. There should also be law enforcement careers with more content than flying around at a nav beacon or a res site to shoot at ever spawning NPCs with bounties on them. There's so much possible with cops & robbers themes but none of that is in the game, which is a damn shame to me.
 
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