Dev Update Crime Special - Q and A's

I think your flowchart would work better if the lines were not black with a black background? I can't see them.
 
I'm just thinking out loud, but it strikes me that the new system doesn't really reach far enough into being an actual criminal system. It's almost more like a school punishment system in its inception? Something with more "hidden" parameters would be much better, like the Offender/Fugitive system they had before. Maybe that'll be the concept of "interstellar fines"? Hopefully they'll increase the complexity somewhat to reflect a degree of criminality. A couple of simple algorithms and persistent crime just wouldn't pay, and PC bounty hunting would have a purpose.
 
I have tried to digest the information into a flowchart



View attachment 32884


It may not be perfect yet, if anyone notices any errors feel free to correct them: https://drive.google.com/file/d/0B__Lqxv5gr1pSmkyVlExaFBzWEU/view?usp=sharing

Thank you for the flow chart.

It demonstrates a simple fact: the new crime system is tooth-less, convoluted lunacy that must have originated from the mind of a somewhat unstable bureaucrat. It will simply encourage people to play another game for a week when they get "Wanted".

All that I hear about the coming "enhancements" in 1.3 makes me strongly consider simply stepping away from this game until the worst blunders have been corrected.

I am increasingly getting the impression that the people involved in designing these brilliant new rules do not actually play the game for any amount of time.
 
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Thank you for the flow chart.

It demonstrates a simple fact: the new crime system is tooth-less, convoluted lunacy that must have originated from the mind of a somewhat unstable bureaucrat. It will simply encourage people to play another game for a week when they get "Wanted".

All that I hear about the coming "enhancements" in 1.3 makes me strongly consider simply stepping away from this game until the worst blunders have been corrected.

I am increasingly getting the impression that the people involved in designing these brilliant new rules do not actually play the game for any amount of time.

If a GReaver exits the game for a week between crimes then that is a win in my book.
 
I'd still like to know whether they will be fixing the bugged Hunter mission that causes you to receive a bounty on your head when you kill the pirate Lord in a Clipper / Dropship...
 
I have tried to digest the information into a flowchart

It may not be perfect yet, if anyone notices any errors feel free to correct them: https://drive.google.com/file/d/0B__Lqxv5gr1pSmkyVlExaFBzWEU/view?usp=sharing

Hey Soma. Nice chart. I've added one line to it, due to this:
Poseidal
[Originally Posted by Sandro Sammarco
Hello Commander Sandmann!
You can't really "get rid" of a legacy fine - you simply pay it or avoid re-spawning at starports where it is valid. It's purely a personal fine that you may have to pay at some point.]
If I pay off the legacy fine, it is wiped then, and I don't have to worry about that incidence again? The 'permanent' was kind of concerning me.

Hello Commander Poseidal!
Yes, once a legacy fine is paid it is removed. It is simply permanent *until* it is paid. Even I'm not that cruel
Zeichnung1_zpsxjikracf.jpg
 
I'd still like to know whether they will be fixing the bugged Hunter mission that causes you to receive a bounty on your head when you kill the pirate Lord in a Clipper / Dropship...

Michael referred to missions "branching" being fixed in 1.3 at one point. I'd like to know if that'll fix the bugged "abandon attempt to kill pirate" alternative mission that resets the kill counter (maybe that mission won't even exist in its current form as of 1.3, since they're rewriting the entire missions system).

- - - Updated - - -

Great, thanks! I totally missed that legacy fines can be paid off. :)

Yeah there's a lot to absorb in it, very complicated.
 
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Am I reading this right? So now, if I shoot a pirate before the scan is finished I'm effectively banned from entering a RES for 7 days because as soon as I do I'll be the no. 1 target for all the security forces?


Please tell me I'm wrong. If one mistake can effectively stop us playing the game we love for a week then there's something seriously wrong and we're going to start losing an awful lot of players to the rage quit post.

There'll be nothing stopping you from bounty hunting in another system for that week.
 
There'll be nothing stopping you from bounty hunting in another system for that week.

Yeah this^^^... you'll only be a target in the system that gave you the bounty. Nothing to stop you going to a different system where you're not wanted, but yeah you're really going to want to start making sure you do the scans first now too, so you don't run out of RES's to hunt at (or hunt at a RES in an anarchy system).

I think this is really intended to stop people hanging out at popular starter areas and harassing the noobz, which it might actually make a bit of an impact on. If for instance someone likes shooting clean noobz at Lave and paying off his bounty every time... now he won't be able to pay it off for a week, will take the chance on getting detected and shot at if he docks at Lave in that week, and will die with the debt attached to his rebuy cost if he dies at Lave before he pays off the debt.
 
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They really haven't thought it through. It wouldn't be difficult for the system to check the wanted flag before issuing the bounty and only issue it when the assault is on a clean ship.

Yes, you can go to a different system but what if you're taking part in a community goal? That stops you from taking any further part in it.

Another alternative would be to have a cost limit on it. Bounties below a certain limit can be paid off immediately, bigger ones last a week.
 
Yes, you can go to a different system but what if you're taking part in a community goal? That stops you from taking any further part in it. .

Well then that's just your tough luck. Friendly fire incidents are all completely avoidable by the player with some trigger discipline.
 
They really haven't thought it through. It wouldn't be difficult for the system to check the wanted flag before issuing the bounty and only issue it when the assault is on a clean ship.

No offence intended, but you seem to be missing the point. It's not set up like this because FD don't know how to do it differently... you say it's not been thought through but on the contrary it's been VERY CAREFULLY thought through and it's set up like this because they WANT you to have to check the wanted status. This isn't just a shoot 'em up arcade game or Call of Duty or GTA in space, they actually WANT you to THINK about the laws, and consider the consequences for breaking them. It's not that they want to force you to follow the laws either, they just want it to MEAN something to you to break them. If there's no consequence to breaking laws you won't care about it, and it becomes a free for all shoot 'em up.
 
Sure, a few griefers will take a break. And about 100 regular players for each griefer. Not a win in my book.

I did not quite understand your complaints towards the mechanic from your first post (other that you believes it sucks), and it would seem that you simply believe that criminals should be able to pay off their bounties whenever they feel like it. If I am mistaken, please explain what is so awful about the new criminality mechanic.

Most of the players, even known player pirates have requested that the ability to pay off bounties be removed, ever since the game was launched. The fact that criminals would have to account for their actions was even mentioned in the DDF way back. This is finally an implementation of that design proposal.
 
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