Hopefully Powerplay and the amended friendly fire mechanics & turrets fixes Hostile RES issues

I'm starting to get more regular issues with getting a Wanted status at RES points, when I'm Hostile to a faction, any turreted weapons auto-fire on them (quite rightly so in my opinion, otherwise what's the point of Hostile, and they certainly all go Hostile to me very quickly), but even though every single time these guys will open fire on me in wings of 5 or more, I must stop and scan each one to see if they're Wanted first, and hopefully do that before the turret opens fire. Very frustrating.

What's worse is in this setup, the turrets also cause plenty of friendly fire Wanted issues as well, hitting off-screen friendlies that moved in the line of fire etc..

This whole "Wanted" business needs a rethink when it comes to Hostiles. It's not consistent with Combat Zones, where hostiles don't need scanned first. The scan is fine for realising a bounty, but there shouldn't be a fine for attacking a Hostile, leave it without a bounty until scanned if needs be, or a default "Combat Zone" fee for dealing with the guy, but the fine should be removed. In a firefight against 5 Elite cobras, there isn't going to be the time for pleasantries and cups of tea. "Excuse me, would you mind terribly if you could stop shooting me while I scan all 4 of your friends here, and if you could be a dear and tell *Tinman over there to stop glaring, that would be just dandy."). It's bad enough having that, and then the local police all go hostile at the same time and it's just a silly mess of about 20 ships all shooting at me for a 300CR bounty.

Hopefully the powerplay update and the rebalanced friendly fire and bounties addresses this somewhat, however given that bounties are supposed to now be persistent, that gives me some cause for concern that this situation is going to get worse, not better.

* Not CMDR Tinman, NPC Tinman, who has died many deaths in service of improving my ship. May you rest in peace, Tinman and your clone army.
 
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