Constant Cleaning of Hot Modules

I got some bounties on me that I refuse to pay off, on principle. Every module on my ship is hot. At some point in time, transferring hot modules to my ship was possible, but now I notice that I can't do that, I have to clean them first. This would be alright if they didn't immediately become hot again when they were re-eqipped. I was under the impression that Anarchy systems didn't care about this? Is there a way to avoid cleaning modules each time you switch them? I could have sworn I was able to switch hot modules into my ship from storage without issue at some point.
 
I clean modules all the time just to keep alive my galaxy-wide bounty, yes, everytime you swap, install or uninstall them.
 
I got some bounties on me that I refuse to pay off, on principle. Every module on my ship is hot. At some point in time, transferring hot modules to my ship was possible, but now I notice that I can't do that, I have to clean them first. This would be alright if they didn't immediately become hot again when they were re-eqipped. I was under the impression that Anarchy systems didn't care about this? Is there a way to avoid cleaning modules each time you switch them? I could have sworn I was able to switch hot modules into my ship from storage without issue at some point.

Beats me why you need to clean a hot module before you put it back on the ship you removed it from.

I mean, I get that it might be reasonable to prevent people from fitting a hot module to a clean ship without cleaning it first and that fitting a clean module to a hot ship might make it hot but it seems daft to have to clean a hot module before you put it back onto the ship you removed it from.

If the "head-canon" for this is supposed to be that stations don't like handling hot modules then it simply shouldn't be possible to equip a hot ship at those stations.
it's not like the current system deters anybody from swapping hot modules, with credits flowing like water these days.

Seems like it'd all be more plausible if you could only equip hot ships in Anarchies.
Make it a "thing" that if you want to be an outlaw, the first thing you need to do is find a suitable Anarchy system to operate from.
 
When you are in an anarchy you can store them and clean them via the storage. but when they are equipped to a hot ship they become hot too.
If you have a clean ship specifically for lawless areas, these items should not become hot again, as long as you limit illegal activities to lawless zones with that clean ship.

Beats me why you need to clean a hot module before you put it back on the ship you removed it from.

I mean, I get that it might be reasonable to prevent people from fitting a hot module to a clean ship without cleaning it first and that fitting a clean module to a hot ship might make it hot but it seems daft to have to clean a hot module before you put it back onto the ship you removed it from.

If the "head-canon" for this is supposed to be that stations don't like handling hot modules then it simply shouldn't be possible to equip a hot ship at those stations.
it's not like the current system deters anybody from swapping hot modules, with credits flowing like water these days.

Seems like it'd all be more plausible if you could only equip hot ships in Anarchies.
Make it a "thing" that if you want to be an outlaw, the first thing you need to do is find a suitable Anarchy system to operate from.

It would be better if hot modules would be handled like bounties, meaning you are free to equip, transfer and store hot modules,
aslong as the infractions tied to the module are limited to another jurisdiction, that is outside of the security of the station's holder.
That way independant systems would be even more valuable and the outlaw could operate not only in anarchies.
 
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The way I do it is that I have my clean ships which I use purely for trade and non-criminal missions so I can always dock somewhere. Anything I use for criminal stuff tends to be a specifically built ship for that role. That way I don't have to worry about swapping modules when the little accidents happen.

When I do have some notoriety, I tend to pick up missions using a clean ship and swap into a murder ship docked elsewhere when actually doing the job. Then I swap back to the clean ship when claiming the reward (beats waiting 20 hours for notoriety to clear).
 
It would be better if hot modules would be handled like bounties, meaning you are free to equip, transfer and store hot modules,
aslong as the infractions tied to the module are limited to another jurisdiction, that is outside of the security of the station's holder.
That way independant systems would be even more valuable and the outlaw could operate not only in anarchies.

Fair comment, I guess.

It's not so much that I want to make it harder to be an outlaw.
I just wish there was more of an incentive to do stuff in Anarchies.

Ideally, I reckon there should be different levels of crime, sort of like there was in the "Wild West" USA - you'd start off commiting crimes in one jurisdiction and the local cops would be on the lookout for you.
Carry on and you'd be Wanted throughout the "county", then the "state", then "nationally".
In ED that might translate into being Wanted in, say, a specific system, then in any system with the same controlling faction, then in any system controlled by a specific PP faction and then, finally, throughout all of fed, imp or alliance space.

You'd be able to find safe-harbour in Anarchies where, if you gain faction rep', allied ships would assist you in the same way cop ships assist lawful players.
Eventually, you'd have to "flee to Bolivia" by vacating, say, Fed space and spending time in Imp space until the heat died down.
 
Fair comment, I guess.

It's not so much that I want to make it harder to be an outlaw.
I just wish there was more of an incentive to do stuff in Anarchies.

Ideally, I reckon there should be different levels of crime, sort of like there was in the "Wild West" USA - you'd start off commiting crimes in one jurisdiction and the local cops would be on the lookout for you.
Carry on and you'd be Wanted throughout the "county", then the "state", then "nationally".
In ED that might translate into being Wanted in, say, a specific system, then in any system with the same controlling faction, then in any system controlled by a specific PP faction and then, finally, throughout all of fed, imp or alliance space.

You'd be able to find safe-harbour in Anarchies where, if you gain faction rep', allied ships would assist you in the same way cop ships assist lawful players.
Eventually, you'd have to "flee to Bolivia" by vacating, say, Fed space and spending time in Imp space until the heat died down.

I never thought your post to be motivated by making gameplay harder for outlaws,
while actually many outlaws wished it would be hard ;)

We had a staged system akin to what you suggest,
if you remember the days of old,
the local and super-power bounty.

That was way better to simulate the "fugitive" aspect of being a wanted criminal.
C&P just is a headless framework that doesn't do what it says on the label. (one of many)
 
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