So, way back in december, I posted this thread: https://forums.frontier.co.uk/threa...nt-suggestions-by-an-in-game-criminal.560800/
It got a generally positive reception. Notably, some parts of it (especially part 2!) are actually pretty close to how Odyssey updated hot ships and the like to actually work, which is absolutely fantastic - I've always thought it silly that a career criminal could just keep a "clean ship" to be able to freely do business in places they're wanted, so good work.
I've had some thoughts since, and my thoughts have evolved. How to make C&P more reasonable in a way that allows some level of getting-away-with-crimes, without it just being "lmao just AFK your notoriety away and go to an interstellar factors and all is forgiven". Generally speaking, this thread will focus on what should be relatively quick changes - the last thread went into criminal missions and piracy and the like, but honestly there's not an awful lot that's changed about those in space and Odyssey is generally pretty good about giving neer-do-wells fun things to do.
So without further ado - CRIME AND PUNISHMENT 2: WILD WILD WEST
PART ONE - GETTING BOUNTIES
One of the things I mentioned in the last thread (and honestly in a lot of threads) is the all-seeing-eye of the bounty system. All crimes committed outside an anarchy jurisdiction are instantly punished, even when the only witness is now a cloud of rapidly expanding debris and the security response is jammed because you're in a mission signal source so help will never arrive. Odyssey has only made this even more stark, with stealth kills in a closed room instantly getting a bounty from the omnicient crime database, while the guy literally standing outside the room is none the wiser - unless he scans you and discovers the crime that way. Effectively, there's not really any reward for being stealthy over being loud, besides the advantage of being able to take the base on one at a time instead of all at once.
As such, I'd suggest the following changes:
PART TWO - CLEARING BOUNTIES
As I mentioned in the last thread, bounties are currently simultanously too punishing for minor/accidental/incidental crimes, and too easy to get rid of for career criminals. Having a bounty, no matter how small, and not having the nearest IF bookmarked is a huge pain, whereas someone going on a murderspree can just wait out their notoriety then vanish it like nothing happened.
As such, I'd suggest the following changes:
One thing that has kinda followed Odyssey from Horizons is that security levels don't mean a whole lot. In Horizons it determines the speed of the authority response and that's about it, in Odyssey it's a general indictor of whether you're likely to see a goliath or ships patrolling overhead, but really most settlements aren't that different to each other beyond that - workers inside the command building at a high-security military base will react to unescorted personnel in much the same way as those passing you on the path at some random agriculture facility.
It got a generally positive reception. Notably, some parts of it (especially part 2!) are actually pretty close to how Odyssey updated hot ships and the like to actually work, which is absolutely fantastic - I've always thought it silly that a career criminal could just keep a "clean ship" to be able to freely do business in places they're wanted, so good work.
I've had some thoughts since, and my thoughts have evolved. How to make C&P more reasonable in a way that allows some level of getting-away-with-crimes, without it just being "lmao just AFK your notoriety away and go to an interstellar factors and all is forgiven". Generally speaking, this thread will focus on what should be relatively quick changes - the last thread went into criminal missions and piracy and the like, but honestly there's not an awful lot that's changed about those in space and Odyssey is generally pretty good about giving neer-do-wells fun things to do.
So without further ado - CRIME AND PUNISHMENT 2: WILD WILD WEST
PART ONE - GETTING BOUNTIES
One of the things I mentioned in the last thread (and honestly in a lot of threads) is the all-seeing-eye of the bounty system. All crimes committed outside an anarchy jurisdiction are instantly punished, even when the only witness is now a cloud of rapidly expanding debris and the security response is jammed because you're in a mission signal source so help will never arrive. Odyssey has only made this even more stark, with stealth kills in a closed room instantly getting a bounty from the omnicient crime database, while the guy literally standing outside the room is none the wiser - unless he scans you and discovers the crime that way. Effectively, there's not really any reward for being stealthy over being loud, besides the advantage of being able to take the base on one at a time instead of all at once.
As such, I'd suggest the following changes:
- In space, instead of merely preventing security responses, areas without a system link disable the ability to report crimes entirely. Even in high-security systems, there are these little pockets of lawlessness where you can ambush and be ambushed. Hazardous res sites and compromised nav beacons are de-facto lawless. You can still claim bounties and see whether someone is wanted or clean on a basic scan, but reporting a crime is disabled and as such you can never become wanted in these areas.
- If the alarms at a settlement are disabled, so is the system link. Yes, this means offline settlements are effectively lawless too.
- Crimes committed on-foot require someone to actually report them, rather than just instantly getting a fine/bounty the instant you commit them. Reporting takes NPCs a couple of seconds or so, similar to raising alarms, so if they see you with a gun out they don't get to instantly fine you in the tenth of a second it takes to shoot them in the face.
- Outside of settlements, at PoIs, etc, there's no alarm relay to call it in. Yes, these areas are effectively lawless outside of a ship too.
- NPCs that attempt to call in a crime, even a fine, and find they're unable to because the alarms are dead will immediately become hostile and attempt to reinstate the alarms if they have access.
- Murder bounties are issued when someone finds the body and successfully calls it in, or the alarm is raised for any reason.
- If you are caught/killed at a settlement, any bodies you created are automatically found regardless of whether the alarms are on or not.
- None of these stealth factors apply to your ship - if the system authorities find what's left of a murder victim in the middle of a bomb crater, and call up traffic control to be told CMDR Nukem was seen in the area immediately before an explosion was detected and his ship loadout was "a frankly unreasonable amount of missiles" they're gonna consider that to be beyond reasonable doubt. On-foot weapons are a lot more subtle, and since literally any ship passing through the area could have been carrying the guy wielding them, CMDR Nukem has a lot more plausible deniability. (is there a CMDR Nukem? And did he stop gaining imperial rank at Duke?)
- Murdering a person, not a ship, and actually getting a murder charge for it, sets your notoriety to a minimum of 1. Even if it takes several subsequent kills to get your second point. The reason for this will be explained below in part two.
PART TWO - CLEARING BOUNTIES
As I mentioned in the last thread, bounties are currently simultanously too punishing for minor/accidental/incidental crimes, and too easy to get rid of for career criminals. Having a bounty, no matter how small, and not having the nearest IF bookmarked is a huge pain, whereas someone going on a murderspree can just wait out their notoriety then vanish it like nothing happened.
As such, I'd suggest the following changes:
- Interstellar factors are no longer used to just disappear your bounties with credits. A bounty isn't "just a fine but with harsh words"- they want you dead. Paying them off ain't gonna cut it. They want your head on a platter. Sure, for 400cr they might not want it very much, but their position on your legal status is "wanted dead or alive", not "this bum owes me money".
- Instead, bounties decay by half on the weekly tick as they cease caring so much about wanting you dead any more.
- If you have no notoriety, bounties below 5000cr become fines when you next jump. (hence why on-foot murders should always put you on at least 1 notoriety)
- Make notoriety decay while people are offline 'cause seriously come on the current situation is daft and gamey. Even decaying at a slower rate would be an improvement over what we have now.
- Split notoriety by superpower, as fed factions shouldn't really care whether I just tore a path through the empire.
One thing that has kinda followed Odyssey from Horizons is that security levels don't mean a whole lot. In Horizons it determines the speed of the authority response and that's about it, in Odyssey it's a general indictor of whether you're likely to see a goliath or ships patrolling overhead, but really most settlements aren't that different to each other beyond that - workers inside the command building at a high-security military base will react to unescorted personnel in much the same way as those passing you on the path at some random agriculture facility.
- Personnel on higher security bases should be more prone to sounding the alarm - on a high sec military base, for instance, finding a body should be a case of immediately sounding the alarms before doing anything else, instead of running around to try and investigate themselves.
- People reacting to gunshots should just sound the alarm straight away if they hear more gunshots, even if they've not yet seen the shooter. "What was that?" is fine for hearing the first shot, but if they hear more then that's very definitely an active shooter on base and they should react accordingly.
- NPCs should be more suspicious of people that haven't registered with base security - if they see some guy with a weapon out that didn't arrive by requesting clearance and touching down on the landing pad, that's not a case of "yell at them to stow their gun", that's "sound the alarm immediately".
- Guards should have a wider "come over and tell you to hold for a scan" radius under the same circumstances.
- NPCs should have a reaction to bad-but-not-immediately-illegal behaviour that isn'tjust a case of either ignoring you entirely or opening fire, and they should be more sensitive to this if they're already suspicious. If they're annoyed enough at you, you should be asked to leave the base and effectively given a timer similar to the trespass countdown for entering the mailslot without clearance, after which the base will turn hostile and shoot you on sight for trespassing. (Naturally, this should require them to be able to call it in, ie. if the alarms are off they can't give you the trespass warning). The kinds of things that should eventually annoy NPCs to the point where they want you to leave regardless of criminal activity could include, but not be limited to:
- Creeping around and getting spotted (obviously trying to hide)
- Not arriving at the base through proper means (ie on the landing pad)
- Hanging around for an extended period near, but not quite in, a restricted area.
- Anything weird has happened recently, such as alarms having been raised and then cancelled without finding anyone, something was found e-breached or cut, etc.
- Hanging around creepily close to the point where they feel the need to call you weird.
- Having an unfriendly reputation!
Last edited: