Crime and Punishment rework ideas

All notoriety levels decay with time as usual, with the following ways to lower notoriety by gameplay:
  • Levels 1–3 can be removed by bribery. The amount required for the bribe increases based on your combat rank and the bounty you have for that faction. Bribe amount is affected by Powerplay; for example they would be higher in ALD systems and lower in Archon Delaine systems.
  • Levels 4–10 can be removed by completing special community service mission chains. The difficulty and length of these mission chains depends on the notoriety level. All community service missions have typical rewards reduced by 80%, and can be taken from prison megaships as well as stations in system where the faction you have a bounty with has a presence
  • At levels 1–5 there are also single community service missions that you can take once every half hour to lower your notoriety level by 1.
In addition, system security will begin hunting you at notoriety level 2. The number of patrols you will encounter increases with notoriety level. ATR appears at levels 8–10, but will not chase you outside of systems where you have a bounty.

There would also be a separate Pilots' Federation notoriety level, which is invisible and does not decay after level 3. You gain this by killing players who have report crimes turned on. Players with crimes turned off can be killed as usual, without penalty. There will be no notoriety increase for robbery or assault, only murder.

Other exceptions include killing ships aligned to an opposing Powerplay power (to encourage organic Powerplay PVP), kills made within 3 seconds of low waking (to discourage trolling by causing people to ram sidewinders while coming out of supercruise), and kills in conflict zones and on criminal players.
  • Starting at level 1, bounties on you are doubled and can be claimed by any player not on your friends list or in your squadron.
  • At level 2, the bounty claim cap on you is unlocked
  • At level 4, you will no longer be welcomed at superpower stations or at Jameson Memorial without anonymous access.
  • At level 5, you will no longer be welcomed at any non-anarchy station. You will also be pursued by ATR in non-anarchy systems.
  • At level 7, ATR actively hunts you within a 20 ly radius of any populated system.
None of this affects your own carrier, although other players' carriers count as "anarchy stations" for these purposes.

PF notoriety is reduced by completing special penal missions, only available at prison megaships. You will not be attacked by security or ATR while performing these missions, but committing a crime will fail the mission. These missions offer no reward except lowering your PF notoriety. The missions will all be legal non-combat missions with higher average time commitment than typical missions.
 
In addition, system security will begin hunting you at notoriety level 2.
Is this just "in general" or "if you have also have a bounty with the local controlling faction"?

There would also be a separate Pilots' Federation notoriety level, which is invisible and does not decay after level 3. You gain this by killing players who have report crimes turned on. Players with crimes turned off can be killed as usual, without penalty. There will be no notoriety increase for robbery or assault, only murder.

Other exceptions include killing ships aligned to an opposing Powerplay power (to encourage organic Powerplay PVP), kills made within 3 seconds of low waking (to discourage trolling by causing people to ram sidewinders while coming out of supercruise), and kills in conflict zones and on criminal players.
There's an obvious case for "justified kill" that you're missing here.

Say you've picked up a 500 Cr trespass bounty doing some mission. You're now a criminal player, so other players can shoot at you without triggering these penalties.
If you shoot back successfully at a player with crimes on who tries to claim your bounty, you then get these penalties applied, which seems a little unfair.

kills made within 3 seconds of low waking (to discourage trolling by causing people to ram sidewinders while coming out of supercruise)
Positioning a Sidewinder specifically to hit a ship exiting supercruise would require an extremely precise guess at their angle and distance of arrival. The more likely time for this sort of trolling is when people are passing through the docking corridor at the station, quite a bit more time into their presence in the instance.
(But if you allow an open exemption for ramming deaths, then people in big ships can just freely kill people in small ships that way)

You gain this by killing players who have report crimes turned on. Players with crimes turned off can be killed as usual, without penalty.
Does this also apply in systems or jurisdictions which don't generate crimes in the first place? Or are those still "anything goes"?

(If it does apply, there's another "self-defence" loophole you've opened up:
- you're flying in an uninhabited system (or an Anarchy system), and someone attacks you in an annoying but easily-killed ship
- they have crimes on, but you've no way to know this as (because there's no bounty-issuing jurisdiction) neither of you will get bounties for shooting the other
- you get special notoriety if you kill them despite them starting the fight. If there's a full wing of them you're in even more trouble.)

Either way, there are so many PvE reasons to have crimes off (avoiding friendly fire in AXCZs, for example) that it's hardly a good indicator for "wants other players to shoot at them".
 
So is this replacing local rep? Reading the idea is sounds like it does. Some of what you suggest already happens when you are hostile to a faction (sec will actively chase you in SC).

Also there is a minor blip with the PF notoriety- while it stops rampant killing, three people will still cop it and someone can then wait (I assume) for it to decay and start over?
 
Back
Top Bottom