Crime and Punishment.

The game was released in 2015 and we are yet to see a real crime and punishment system as described in the design notes from Kickstarter. The recent events in the game prove that they game really needs a decent C&P system in place to really punish those players who like to think they are above the law.

Here is my idea of what I would like to see implemented for those that regularly and willingly break the law.

  1. Gaining a Bounty.
    If a player shoots a neutral or friendly ship that has no bounty attached to it then they gain a bounty. The law enforcement npcs are sent to the location of the attack but their ships represent a real threat to the player who initiates the attack. So for example if a player is flying a Imperial Cutter then the npcs should send in a ship of the same size along with a complement of smaller ships all at the same combat ranking as the attacking player. The higher the security of the system should determine how fast the law enforcement npcs arrive.
    The bounty should also represent the crime as well so a real bounty of assault should be reflected and be made into the millions not the small quantities that we have now. Destroying a ship should be represented by the cost of the ship plus 20% of its value given to the player as a bounty. ( npcs should be exempt from this rule so as not to unbalance player bounty hunting npcs)​
  2. Wanted tag on players.
    If a player has the wanted tag on their name in a system then they can not land at any station that is controlled by a law abiding faction until that bounty is cleared by either destruction of their ship or payed off in fines.​
  3. Wanted player gets destroyed.
    If the wanted player gets destroyed then before any rebuy costs they would have to pay out their whole bounty before buying a new ship as a fine. Now I know some will say "but some players have billions of creds" but if you read above if they destroy a ship worth 100 billion add 20% to that and that would be their overall bounty. They would have to pay this off before rebuying their ship out of their own wallet. Also it would give incentives to other players to hunt down these ne'er-do-wells if they have a sizeable bounty on their heads.​

Crime and punishment in this game is a joke and should be overhauled. Criminals are allowed to land at stations where they have bounties posted at with full station support and amenities at their disposal, what happened to pushing these types of players out into the anarchy systems Frontier Development?
 
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I agree this is needed. I've been ganked and I'm sure the player suffered no real consequences in the game.

IIRC Sandro said it is on the wanted list to address.

+1 good ideas.

The Pilots Federation should quite clearly aid in stopping violence against fellow members (aka players). So the only ports wanted players should be able to land at (without using some stealth mechanics) would be in Anarchy systems or Pirate bases. That would also make it a bit harder on Murderers since repairs, refuel, etc. could not be accomplished at every system.

Friendly fire or accidental fire would have to be accounted for and perhaps the worst penalties would only kick in for blowing up a fellow player's ship; which would help those wanting to role-play piracy without murder.
 
Or perhaps some form of criminal record, where the punishment increases in line with the criminal reputation of the crook. This would reflect the real world to a certain extent. And perhaps there shouldn't be a standard C&P system across the galaxy. Each power should have its own way of dealing with offenders. Commanders may choose alignment more carefully depending on how they would like to be protected. In any case this is a hard problem to solve.
 
Yeah griefers were out in force in Powerplay HQ systems. It was pretty bad.

Personally, i don't think police force response is actually useful. if they appear, the griefers are pretty long gone. As soon as you're dead, they HW out.

Now if Police forces actually patrolled and used anacondas to interdict....

Either way I think if you die before your bounty becomes a legacy fine, then you should have to pay the full price of your original ship.

A problem is that often times griefers will collect HUGE bounties on themselves, switch to a sidewinder, then have a friend kill them with little repercussions while their friend collects the bounties and vice versa.

it's a loophole that sorely needs to be patched.

I know FDev keeps tracks on the # of ships you kill as well as the #of players you kill.

Ideally, your rebuy cost should be a multiple of the number of CMDRs you have killed. Something like Borderland's escalating respawn cost.

Yes, I understand that Elite is Dangerous but there needs to be more of deterrent. Like fewer engineers will work with you or only anarchy stations will let you land, or police actually interdict you.
 
The game was released in 2015 and we are yet to see a real crime and punishment system as described in the design notes from Kickstarter. The recent events in the game prove that they game really needs a decent C&P system in place to really punish those players who like to think they are above the law.

Here is my idea of what I would like to see implemented for those that regularly and willingly break the law.

  1. Gaining a Bounty.
    If a player shoots a neutral or friendly ship that has no bounty attached to it then they gain a bounty. The law enforcement npcs are sent to the location of the attack but their ships represent a real threat to the player who initiates the attack. So for example if a player is flying a Imperial Cutter then the npcs should send in a ship of the same size along with a complement of smaller ships all at the same combat ranking as the attacking player. The higher the security of the system should determine how fast the law enforcement npcs arrive.
    The bounty should also represent the crime as well so a real bounty of assault should be reflected and be made into the millions not the small quantities that we have now. Destroying a ship should be represented by the cost of the ship plus 20% of its value given to the player as a bounty. ( npcs should be exempt from this rule so as not to unbalance player bounty hunting npcs)​
  2. Wanted tag on players.
    If a player has the wanted tag on their name in a system then they can not land at any station that is controlled by a law abiding faction until that bounty is cleared by either destruction of their ship or payed off in fines.​
  3. Wanted player gets destroyed.
    If the wanted player gets destroyed then before any rebuy costs they would have to pay out their whole bounty before buying a new ship as a fine. Now I know some will say "but some players have billions of creds" but if you read above if they destroy a ship worth 100 billion add 20% to that and that would be their overall bounty. They would have to pay this off before rebuying their ship out of their own wallet. Also it would give incentives to other players to hunt down these ne'er-do-wells if they have a sizeable bounty on their heads.​

Crime and punishment in this game is a joke and should be overhauled. Criminals are allowed to land at stations where they have bounties posted at with full station support and amenities at their disposal, what happened to pushing these types of players out into the anarchy systems Frontier Development?

Honestly, this is hilarious. Even with this, I will still do horrible things to Sol (generally not players though) and go back to my normal dally routine.
Want to know why? It's a Federal concern, not any one elses. The Pilots Federation is unable to over step their boundaries by issuing a galaxy wide bounty. Thank you politics! Either way, it isn't going to stop people like myself from halting you at a CG and asking for cargo. If anything it would make it more fun due to the suspence and tension it will cause. I love having the NPCs and the occasional bounty hunter trying to hunt me down. it keeps me on my toes.

While i do agree that C&P needs a overhaul, your total ship value + 20% is just wrong. Think of the new guys (Cobras, Asps, Clippers) that could be trolled. i take out my Cobra and fly in front of a Cutter boosting into the mailslot, BAM! i'm dead, and the Cutter gets rekt by the station. Now they have to pay 1.6b + 20% for their 'trouble'. They either pay it or go back to a sidey. Have fun!
 
Yeah griefers were out in force in Powerplay HQ systems. It was pretty bad.

Personally, i don't think police force response is actually useful. if they appear, the griefers are pretty long gone. As soon as you're dead, they HW out.

Now if Police forces actually patrolled and used anacondas to interdict....

Either way I think if you die before your bounty becomes a legacy fine, then you should have to pay the full price of your original ship.

A problem is that often times griefers will collect HUGE bounties on themselves, switch to a sidewinder, then have a friend kill them with little repercussions while their friend collects the bounties and vice versa.

it's a loophole that sorely needs to be patched.

I know FDev keeps tracks on the # of ships you kill as well as the #of players you kill.

Ideally, your rebuy cost should be a multiple of the number of CMDRs you have killed. Something like Borderland's escalating respawn cost.

Yes, I understand that Elite is Dangerous but there needs to be more of deterrent. Like fewer engineers will work with you or only anarchy stations will let you land, or police actually interdict you.

This is why the player with the bounty would have to pay their own bounty off first before a rebuy. Instead of a few million rebuy for a anaconda only you would end up paying your own bounty off with your wallet funds and then the insurance cost of your ship. If it goes into the red then you end up in a sidewinder.
 
Increasing the bounty won't really do anything to deter griefers/gankers from killing people. Not allowing people to dock at stations makes sense, but would severely hurt piracy gameplay which is something that should be encouraged (ie. more pirates less gankers). Best case scenario there should be bounty "thresholds" for different system security types where a CMDR will become "infamous" in a system. This infamy would not allow them to dock and would increase the likelihood of being interdicted by police forces and bounty hunters. If implemented in that way it should apply for both NPC and Player kills.

I agree that the police need a revamp; High Security systems should have the same very short response time, but with really powerful ships and more advanced AI. High security systems should be "safe" zones for people who don't want to be attacked (which they aren't currently). Medium security should be a bit less safe with slightly less powerful ships and AI, and Low Security should be like the game is now: where the police are pretty much pushovers. Of course to balance this out the payout for criminal missions and smuggling should be greater in a high security system, while the payout from legal trading etc. should be greater in lower security systems.

TL/DR:
A GOOD Crime and Punishment system would create "safe" zones where players who do not wish to PvP can fly around without needing to worry about other players as much. All the while not screwing over the players who do like to hang out in those pits of scum and villainy and brag about how many systems they are wanted in.
 
Honestly, this is hilarious. Even with this, I will still do horrible things to Sol (generally not players though) and go back to my normal dally routine.
Want to know why? It's a Federal concern, not any one elses. The Pilots Federation is unable to over step their boundaries by issuing a galaxy wide bounty. Thank you politics! Either way, it isn't going to stop people like myself from halting you at a CG and asking for cargo. If anything it would make it more fun due to the suspence and tension it will cause. I love having the NPCs and the occasional bounty hunter trying to hunt me down. it keeps me on my toes.

While i do agree that C&P needs a overhaul, your total ship value + 20% is just wrong. Think of the new guys (Cobras, Asps, Clippers) that could be trolled. i take out my Cobra and fly in front of a Cutter boosting into the mailslot, BAM! i'm dead, and the Cutter gets rekt by the station. Now they have to pay 1.6b + 20% for their 'trouble'. They either pay it or go back to a sidey. Have fun!


I'm fine with you interdicting and asking for cargo. It's the outright interdict,destroy without warning with frag cannons,Low Wake Out that's really frustrating.
 
The game was released in 2015 and we are yet to see a real crime and punishment system as described in the design notes from Kickstarter. The recent events in the game prove that they game really needs a decent C&P system in place to really punish those players who like to think they are above the law.

Here is my idea of what I would like to see implemented for those that regularly and willingly break the law.

  1. Gaining a Bounty.
    If a player shoots a neutral or friendly ship that has no bounty attached to it then they gain a bounty. The law enforcement npcs are sent to the location of the attack but their ships represent a real threat to the player who initiates the attack. So for example if a player is flying a Imperial Cutter then the npcs should send in a ship of the same size along with a complement of smaller ships all at the same combat ranking as the attacking player. The higher the security of the system should determine how fast the law enforcement npcs arrive.
    The bounty should also represent the crime as well so a real bounty of assault should be reflected and be made into the millions not the small quantities that we have now. Destroying a ship should be represented by the cost of the ship plus 20% of its value given to the player as a bounty. ( npcs should be exempt from this rule so as not to unbalance player bounty hunting npcs)​
  2. Wanted tag on players.
    If a player has the wanted tag on their name in a system then they can not land at any station that is controlled by a law abiding faction until that bounty is cleared by either destruction of their ship or payed off in fines.​
  3. Wanted player gets destroyed.
    If the wanted player gets destroyed then before any rebuy costs they would have to pay out their whole bounty before buying a new ship as a fine. Now I know some will say "but some players have billions of creds" but if you read above if they destroy a ship worth 100 billion add 20% to that and that would be their overall bounty. They would have to pay this off before rebuying their ship out of their own wallet. Also it would give incentives to other players to hunt down these ne'er-do-wells if they have a sizeable bounty on their heads.​

Crime and punishment in this game is a joke and should be overhauled. Criminals are allowed to land at stations where they have bounties posted at with full station support and amenities at their disposal, what happened to pushing these types of players out into the anarchy systems Frontier Development?

Killing other players should have its own progression of consequences that's on top of a large bounty. Normal piracy, dueling, and rare murder shouldn't add to this. But a progression that starts with barring from services (like commodities, contacts, missionboard) then whole stations, then systems (locked out, as if no permit), and eventually you lose your insurance. So if you kill lots of people, you will not gain your ship back at all if you die. No option for rebuy. And without services ship swapping/delivery becomes a challenge. The ship a crime was committed in should become 'hot' so no one will buy it. All the while more NPCs show up with the express purpose to murder you back. Not just Security, but engineered wings of elite bounty hunters that don't have system limits and are motivated enough to travel 25k ly to get a big pay day.

Killing players isn't 'bad', but doing it too much should come with exponential punishment. So die hard murderers restrict themselves to the fringes of society, constantly hunted, with easy loops out(Like dieing) non existent until they lose their ship and have to go through the process of buying another one, outfitting and engineering it from stock, which is going to be hard while systems and stations don't let you in to look at a shipyard. Maybe even force a hard core griefer into iron mode could be a thing. No one wants to pick up an escape pod of a murdering . Perma death and new character. Bounties don't hurt enough, cause credits come easy with exploits and what not. Time though. Losing Time hurts a lot.

The Elite Bounty hunters should spawn in based on a system's population. More people and ships reporting the presence of wanted criminal, and these NPCs should also have a chance to spawn in on supercruise drop out. Interdicting another player could have you in with the target, security, and a wing of big ouchy ships. Shouldn't happen every time, but enough for people sticking to 'safe' areas to feel like the game is protecting them instead of screwing them over.
 
I always hoped that the Elite galaxy would involve...


- Systems that are safe (High Security), which don't let you dock if you've caused trouble for them or their allies. NPC baddies would be rare, police would be omnipresent. Profits would be low here.

- Systems that are risky (Low Security), which don't care too much about your reputation, but will eventually want you gone if you're a bundle of trouble. NPC baddies would be common, policing would be limited. Profits would be higher here.

- Systems that are dangerous (Anarchy), which don't give a monkey's about who you are. NPC baddies would be very aggressive, policing would be non-existent. Profits would be very high here, mostly made through naughty actions.


It would be cool if a "baddie" could find ways around being blacklisted by "safe" places. Buy a new ship, or change it in some way (pay someone to "fix" the ID?). Being KW-scanned would give the game away, but if you're careful and lucky, you could fly through "safe" space for a while, dock, etc. Until all hell breaks loose after a police scan, then the chase would be on.


FD has all the building blocks. Even good "security level" stuff now, being well-communicated to the player.

It just needs, well, the bit where it actually matters in terms of crime and punishment. :)
 
The game was released in 2015 and we are yet to see a real crime and punishment system as described in the design notes from Kickstarter. The recent events in the game prove that they game really needs a decent C&P system in place to really punish those players who like to think they are above the law.

Here is my idea of what I would like to see implemented for those that regularly and willingly break the law.

  1. Gaining a Bounty.
    If a player causes at least 25% hull damage a neutral or friendly ship that has no bounty attached to it then they gain a bounty. The law enforcement npcs are sent to the location of the attack but their ships represent a real threat to the player who initiates the attack. So for example if a player is flying a Imperial Cutter then the npcs should send in two ships of the same size along with a complement of smaller ships all at the same combat ranking as the attacking player. The higher the security of the system should determine how fast the law enforcement npcs arrive.
    The bounty should also represent the crime as well so a real bounty of assault should be reflected and be made into the millions not the small quantities that we have now. Destroying a ship should be represented by the cost of the ship plus 20% of its value given to the player as a bounty. If the player that was destroyed was less than 3 weeks old, multiply this value by 1000, this makes a 40k starter sidewinder 40mil, which should cut down on newbie ganking. ( npcs should be exempt from this rule so as not to unbalance player bounty hunting npcs)​
  2. Wanted tag on players.
    If a player has the wanted tag on their name in a system then they can not land at any station that is controlled by a law abiding faction, and is actively hunted by the local authorities, until that bounty is cleared by either destruction of their ship or payed off in fines.​
  3. Wanted player gets destroyed.
    If the wanted player gets destroyed then before any rebuy costs they would have to pay out their whole bounty before buying a new ship as a fine. Now I know some will say "but some players have billions of creds" but if you read above if they destroy a ship worth 100 billion add 20% to that and that would be their overall bounty. They would have to pay this off before rebuying their ship out of their own wallet. Also it would give incentives to other players to hunt down these ne'er-do-wells if they have a sizeable bounty on their heads.​
I've made a few changes (bolded and underlined) that I think would be beneficial against friendly fire, newbie ganking, and a little over-all realism.
 
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