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So what happens with Archon Delaines rank 5 bonus (and rank 2 bonus?). At rank 5 you have 100% reduction in bounties within Archons territory. Does this mean bounty hunting is nullified in the Lords domain? Or is it restricted to PP bounties only?
 
So what happens with Archon Delaines rank 5 bonus (and rank 2 bonus?). At rank 5 you have 100% reduction in bounties within Archons territory. Does this mean bounty hunting is nullified in the Lords domain? Or is it restricted to PP bounties only?

is a 100% reduction in game mechanics not another way to say something is halved?
 
CGs should not break. At all. You might not be able to be as efficient, but that's it.

Simple question: why? Why nerf bounty hunting (yes, it IS a nerf, no matter what you say about "jurisdictions" and all other things that currently are completely irrelevant for PVE bounty hunter)? BH is already not very profitable businness - why make it even less profitable, from any POV (credits and reputation)? No one, literally NO ONE asked for this.

Sandro, I understand your desire to make a logical C&P system, but ED is, first and foremost, a game. Old KWS was ideal from this POV - purely "game" tool to aid you during BH. Bringing all this "jurisdiction" stuff to it may seem logical, but it effectively nerfs it - which is bad for gameplay. And if logic is bad for gameplay... well, screw the logic.
 
is a 100% reduction in game mechanics not another way to say something is halved?

Its hard to tell, I think its 100% (as rank 2 gives a 50% reduction if at #1). I simply don't know how this interacts with crime and punishment at all. Some clarification at what happens would be greatly welcomed as a lot of PP bonuses are a bit woolly in description and execution.
 
Simple question: why? Why nerf bounty hunting (yes, it IS a nerf, no matter what you say about "jurisdictions" and all other things that currently are completely irrelevant for PVE bounty hunter)? BH is already not very profitable businness - why make it even less profitable, from any POV (credits and reputation)? No one, literally NO ONE asked for this.

Sandro, I understand your desire to make a logical C&P system, but ED is, first and foremost, a game. Old KWS was ideal from this POV - purely "game" tool to aid you during BH. Bringing all this "jurisdiction" stuff to it may seem logical, but it effectively nerfs it - which is bad for gameplay. And if logic is bad for gameplay... well, screw the logic.

The thing is, the current proposal addresses all of the game mechanic issues that people brought up. So NOW we have something we can work with.

If the credits need to be a little more to make up for not being able to get bounties in neighboring systems, then we can ask for that.

I've done a lot of bounty hunting CGs. I have gone to other systems to hunt, mostly to avoid a bad rep with the anarchy faction in the system where the CG is hosted. This current CG is the first one I can remember where I HAVE to go to another system that is not controlled by the same faction as the CG in order to get bounties for that CG.

Based on Sandro's comment about placing CGs in systems where they can be completed, I kinda wonder if the current CG wasn't human error at some point? I'm not sure.
 
Overall, very happy with the new proposal. Thanks for working through this [up]

One question though, will (some) NPCs have Interstellar Bounties which can 'unpacked' into a number of distinct local bounties from other systems? It sounds like it but I'm not totally sure. This would keep the 'travel to claim bounties' element that Alec Turner was originally looking to retain.
 
As a BH PVE vet with 36000 bounties claimed, the only thing that matters for me is my paycheck.. plain and simple.

ill see if it will be worth keeping my KWS when the game goes live.
 
The thing is, the current proposal addresses all of the game mechanic issues that people brought up. So NOW we have something we can work with.

If the credits need to be a little more to make up for not being able to get bounties in neighboring systems, then we can ask for that.

I've done a lot of bounty hunting CGs. I have gone to other systems to hunt, mostly to avoid a bad rep with the anarchy faction in the system where the CG is hosted. This current CG is the first one I can remember where I HAVE to go to another system that is not controlled by the same faction as the CG in order to get bounties for that CG.

Based on Sandro's comment about placing CGs in systems where they can be completed, I kinda wonder if the current CG wasn't human error at some point? I'm not sure.

Current CG's problem is lack of good RES sites, and not system control. Still, I agree with you - most likely a human error.

I remember a couple of CGs where CG station's controlling faction (CG giver) was not in control of CG system. Now THIS will be a big problem under this "jurisdiction" thing.

Seriously, why re-invent wheel? The old system was fine. No one asked for KWS overhaul. But noooooooo, there is "logic problem" and also "we don't want different systems for PVE and PVP problem".
 
The thing is, the current proposal addresses all of the game mechanic issues that people brought up. So NOW we have something we can work with.

If the credits need to be a little more to make up for not being able to get bounties in neighboring systems, then we can ask for that.

I've done a lot of bounty hunting CGs. I have gone to other systems to hunt, mostly to avoid a bad rep with the anarchy faction in the system where the CG is hosted. This current CG is the first one I can remember where I HAVE to go to another system that is not controlled by the same faction as the CG in order to get bounties for that CG.

Based on Sandro's comment about placing CGs in systems where they can be completed, I kinda wonder if the current CG wasn't human error at some point? I'm not sure.

I remember one - probably a year ago maybe a bit more - where the system had no res sites of any sort, and it was only for one specific faction too, superpower bounties etc did not count, just that one factions and there was one other system nearby they were in that had maybe a high res at best that was miles from anywhere or somthing like that...there were lots of complaints about that one if I recall, and I suspect those are the sorts of ones we are talking about here being the "edge cases" with regards to how the KWS works with CGs
 
As a player, if I get caught on an anarchy system with a KWS, despite not being 'licensed to be killed' I still get destroyed, what bounties would I have to pay before leaving the detention centre?

Or even better, how does the player pay now with so many different 'bounties' being applied when getting resuscitated? There are quite a few different cases now. Does player pay for bounties discovered? or bounties claimed? if it is claimed then, when does this happen? I can kill a pirate with bounties detected by the KWS but having to become a criminal (in an anarchy system) but I could still die before I claim the bounty.. and it is when detected, what happens if the player leaves one system and I can track him in another system, do I have to re-scan (which can give me two different bounties depending on the controlling super power)? or do only bounties detected at the time of killing count?
 
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Hi Sandro.. Couple of examples...

https://forums.frontier.co.uk/showthread.php/404627-Alliance-Security-Initiative-(Bounty-Hunting)

and

https://forums.frontier.co.uk/showthread.php/407431-Protecting-Traders-in-Momoirent-(Bounty-Hunting)

Notice how the optimum systems to complete the CG are not in the main CG system(I've not directly checked, but it may not be possible to fully complete the CG in the latter example due to the limited nature of the location)
But this is mostly not relevant to the KWS, especially the first example.

In the first example, only a single faction's bounties counted. There were better systems than the CG system to collect those bounties, but they were still systems controlled by the CG-issuing faction, so a KWS wasn't necessary at all - the collection was of primary faction bounties.

In the second example, it looks like all Federal bounties count ... but you need it to either be a generic Federal superpower bounty or a bounty for a Fed faction in the system to be able to hand it in. So the KWS can help a bit to get the generic bounties, and secondary bounties for the same system, but not massively. The current proposal would still let you pick up all the secondary Federal bounties from that system, so the only thing you lose (possibly, depending on if NPCs ever get them [1], is the generic superpower bounties). Or you can go to Azaldashu and pick up primary bounties for a secondary faction in the CG system, again without a KWS.

The issue here is that the CG issuing faction is present in exactly two systems, one which it controls but has poor farming, and one which it is a minority presence in and even with a 2.4-style KWS you won't be getting many of its bounties - so farming is slower than normal.

If Frontier feel it important that all Bounty Hunting CGs be of equal difficulty then they can drop a couple of Unauthorised Installations into the systems which don't have a natural surplus of RES ... personally I think it's more interesting if the difficulty varies.


KWS collection of secondary bounties is pretty slow in 2.4 if you're looking for a specific faction's bounties. (I know this, because on day 1 of the Einheriar CG Frontier made a minor mistake in the setup, and only a particular secondary faction counted ... with KWS we picked up bounties far slower for that than we did on day 2 when they fixed it and we could use primary faction bounties in the local Low RES). CGs are basically always going to be won or lost on the primary faction bounties, for which the KWS is irrelevant.


[1] If they do, under the latest proposal, you wouldn't even need a KWS to claim them, so even easier.
 

• The KWS reveals bounties for all jurisdictions in the local system.
• The KWS provides a license to kill for all bounties associated with the jurisdiction’s superpower.
• The KWS removes any reputation loss from destroying wanted ships, unless the wanted ship belongs to a criminal faction.

Nice, I like it. :)
 
.. snip
[1] If they do, under the latest proposal, you wouldn't even need a KWS to claim them, so even easier.

And therein lies the point. Why waste money and power on a KWS if it's rendered sub-optimal. Why not just ditch it and use the slot for a booster, heat sink etc.
 
The solution outlined above doesn't solve the CG issue where the CG system is poor for bounty hunting but one nearby is much better, albeit operated by another faction.

I think here lies a flaw with the CG system itself, not the (old or new) KWS. If a CG says "help us defeat the sudden spike in pirate activity" then there better be a huge spike in local pirate activity. Quintuple all pirate spawn rates. Turn all RES into HAZRES for the duration of the CG. Make the nav beacon compromised. Spawn special "pirates vs police" conflict zones. A system with a bounty hunt CG should be the place where you want to hunt, not the place where you sell your bounties from somewhere else.
 
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Good change overall, but i think there's still room for improvement. Mostly on the part where the KWS only reveals the local jurisdiction bounties. It would be an interesting thing to have the KWS reveal ALL bounties of a ship but only gave authotisation to kill if it has an active local bounty. This would require the bounty hunter to get wanted in Imperial space to claim a Federation bounty in Imperial space. This would create a risk/reward system and would enhance gameplay for me.
 
And therein lies the point. Why waste money and power on a KWS if it's rendered sub-optimal. Why not just ditch it and use the slot for a booster, heat sink etc.

Well there is a simple reason for that:

For most pilots the NPCs are not enough of a challenge that you'd actually need that extra boosters...if you are planning on PvP in open thats a different kettle of fish, but for most? I'd say why not bother? It's why I have long carried one even on my "Trade" ships, because I'm always kited to kill when in the bubble! Always. And v NPCs you can just take the "free money"
 
And therein lies the point. Why waste money and power on a KWS if it's rendered sub-optimal. Why not just ditch it and use the slot for a booster, heat sink etc.
Well, it's going to be no less optimal for the vast majority of CGs than it is in 2.4 ... and the proposals will if anything make it slightly more useful for some CGs due to the ability to legally pick secondary bounties off locally-Clean ships.

I don't use it very much at the moment, and I can certainly think of a few cases where I might use it with the current proposal that I wouldn't before.
 
For the avoidance of doubt. Is the KWS as per 3.0 beta planned for release, or will it be re-worked to avoid the issues identified in this thread prior to 3.0 release.
We're investigating this and keep folk updated as soon as we're sure.

do not take too much time to decide lol, but still be careful, I feel that not testing in beta may bring a funny surprise.

if it is not essential as an adjustment, I would prefer to include it in a few months in a future phase of beta testing.
 
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