Very good points #1 and #2.
3. Additional disclosure: I do NOT oppose PvP or related game play, and never have. I don't define all situations where one player opens fire on another as "griefing," and never will. Having said that...I've seen a few comments saying "leave it the old way," and respond to the notion that doing so would be "crippling" with "if you can't pay the fine, don't do the crime." In a way, I empathize with this notion. More than a few people have said in this forum that due to the billions they've amassed, "the C & P won't save you." If the truly persistent murderers did face the full brunt of consequences, whether taking away a notable chunk of their fortune or causing them to lose one of their prized murder-yachts, you have to admit that would go a long way toward stemming the tide of seal-clubbing and murder sprees.
On this point.. and I may be miss-understanding the notion here, but .. There is no reason the bounty paid to the collector and the fine paid by the perpetrator need to be the same. C&P says that the perp will pay, in full,
all applicable bounties/fines upon death. The collector should, IMO, also get
all applicable fines/bounties, except that of course this is capped (as it currently is) at 2 million CR.
Of course, the issue here is that the KWS used to reveal
more than the locally applicable bounties/fines and that's the main change people are concerned about. The issue is that they can no longer detect a bounty from the system next door. Implied by this fact, is that KWS doesn't function
at all in anarchy systems (as Sandro pointed out) because there are no locally applicable bounties that the perp would pay upon death.
I think it "makes sense" for the KWS not to detect local bounties for the system next door, as annoying as this might be for a BGS player I think it's a change we can deal with. If you want those bounties, you have to go and find them in that system. This will be tough in systems without RES sites - but lets solve that issue by adding
more gameplay options instead, as-in, lets have another persistent location we can go (like the nav beacon) where we will find a high ratio of wanted ships.
I think it "makes sense" for the KWS to detect superpower
OR interstellar bounties
EVEN in anarchy systems. I know Sandro and team want to make Anarchies a place where player "bad guys" can go to avoid repercussions, so perhaps the KWS only detects the latter (the interstellar bounties) meaning only the
really bad guys can be "brought to justice" and
only with a KWS scan (which they could avoid using a number of tactics to break the scan or simply escape in time).
I think it "makes sense" that if a player is killed, having had those bounties revealed by a KWS, then they do have to pay them. The lore explanation here might be that their escape pod is intercepted by those authorities, thanks to the KWS tagging it, or similar. This will make bad guys slightly fearful of KWS scanners and therefore bounty hunters, which I think is just about perfect from a gameplay perspective.
Additional idea, to incentivize PvP bounty hunting gameplay: If a bounty payout to a collector is capped at 2 million (as it needs to be to close the exploit hole) I reckon they should get something.. like perhaps a boost in rep from the local controlling faction, and/or superpower, in recognition of their service taking down a truly notorious villain. Or, perhaps they get a decent navy rank increase from the superpower. Basically, something extra that isn't CR that makes hunting players worth the inevitable costs.