Proposal Discussion Kill Warrant Scanner Feedback

The difference between two ships' jump ranges, having an ability to predict a target's location, either by using a tracking device, or knowing their scheduled movements (think of CG piracy between commodity source and destination systems), and an ability to see a 'sail on the horizon' or a pursuer's dust cloud, and competing to reach a goal first have huge dramatic potential for the game.

Yeah yeah nah, where are the passenger missions and the autopilot, what are you on about.
 
Me neither I'm afraid. The scanned ship has been committing crimes in other jurisdictions and systems. Currently the KWS reveals all of these. That is (or was) it's purpose. End of. Simple, clean and effective. In truth I still don't really understand why this has to change. Oh well.

A minor issue for me. I never new where half the bounties I had where from anyway and ended just dumping them. Then I started going to intersteller factors instead. Now it should be easier. I am sure some NPC's will have intersteller bounties though which could make up for that.
 
Last edited:
I think the driving force is the inconsistency with what players pay when killed with bounties.

If the KWS shows all bounties, then you kill a commander with bounties for multiple superpowers. You would be paid for all bounties, but they would only pay-off the bounties valid in the system where they were killed. Imagine you kill them in an anarchy, they pay off none of the bounties you claimed. So, you find them, scan them, kill them, and claim all those bounties again.

Again, thanks. I suppose I DO understand it (reluctantly) - I just miss the old days. Life was so much simpler back then. Progress sucks (joke). :p
 
Progress sucks (joke). :p

Not any more. They were sold off in 1980 to Electrolux :p


Ok, explanation for those who can't understand German and/or whatever Google makes of this: Progress was a german electrics manufacturer who produced vacuums from 1926 till they were sold off to Electrolx in 1980, with an intermission when the production capabilities of the company were deemed to be more important for killing other people than keeping homes clean.
 
1) The change is forced by the decision to have detected destroyed criminals respawn at Detention Faciliities.

2) Detected bounties are charged to criminals whose ships were destroyed upon respawn.

3) The Detention Facility belongs to a superpower faction, ergo, it is counterintuitive that that faction collects other superpowers' claimed bounties from reformed criminals.

4) Therefore, the KWS may not allow you to claim* bounties from factions other than the controlling superpower to the local jurisdiction.

* NB the current proposal allows you to detect these bounties, but does not legitimise attack for these bounties alone. I assume these bounties would be paid to the bounty hunter when redeemed (irrespective of the legality of killing the criminal), so this raises the question, are they charged to a respawning criminal Commander, and if so, does this contradict 3) above?

I'd actually disagree with this.

The change is not forced. But has been decided upon for those reasons.

It is entirely possible for example that they could have made detention facilities "independent" (suggested on either this thread or the Save the KWS one) where they are run by a group similar to the Pilots Fed who all factions send their criminals too. It is also possible they could simply have "abstracted" it and said that you get passed round the different facilities due to extradition treaties, or several other options.

The word "forced" here is very misleading, just like when people were saying "incompatible" It's not. It's a choice. One that could have been made differently had the devs so decided

I think the driving force is the inconsistency with what players pay when killed with bounties.

If the KWS shows all bounties, then you kill a commander with bounties for multiple superpowers. You would be paid for all bounties, but they would only pay-off the bounties valid in the system where they were killed. Imagine you kill them in an anarchy, they pay off none of the bounties you claimed. So, you find them, scan them, kill them, and claim all those bounties again.

To me that tells me more about the flaws with the new C&P system than issues with the KWS

The KWS was basically butchered to try and cover some of these flaws in a poorly thought through system it seems to me
 
For me the KWS is pointless mainly as it has some issues mainly:
1) it takes too long to scan - why not link it into the original scan to see if someone is 'wanted' or not. This way we can actually do something rather than wait till we first scan them then do a KWS scan to see if they have loads of bounties.

2) It takes up a slot - surely there should be 'software' slots on ships so we can install software to perform tasks instead of them being actually hardware modules that take up space required for other things. Auto docking is another software thing that should be 'installed' rather than taking up a slot.

3) With the proposal I would make killed cmdrs pay for 'all' the bounties in the superpowers jurisdiction this way they would get penalised but not overly harshly.
 
To me that tells me more about the flaws with the new C&P system than issues with the KWS
I suspect it depends on whether you like the new C&P system, or not.

I like it, and despite being a current BGS player and a heavy KWS user in the past (for filthy CR, back in the days when Arissa was PP's #1 and I was at rating 5) I prefer to see the KWS change/adapt to the new C&P than the other way round.

I also want the solution they come up with to have finesse and just "seem right". But, this is a non-trivial problem.. lets face it, no-one in 40 odd pages has managed it (some might think they have, I did on a couple of occasions). But, I am confident Sandro won't let a sub-par solution out the door. The beta solution isn't ideal, certainly, but at least it "fits" and isn't obviously broken in and of itself. It's clear it "breaks" previous usages of the KWS, for certain, but these things can be addressed either with updates to the KWS, or with new ideas, so lets get creative!

Lets take a step back, and ask how we would solve the issues themselves, rather than assuming the solution involves the KWS+bounties and trying to make that specific mechanic work.

For example, if the issue is how to selectively support specific minor factions; We already have missions, but I'm the first to admit the random generation and low payouts (rep/influence) of these when balanced with the time they take makes them less than ideal. Do we need a new gameplay mechanic here? Rather than assuming we have to use bounties to do it, what else could we use? How do we indicate that our actions are in support of a faction? If only we could belong to, or join said faction. Or, perhaps we simply bankroll them with CR - perhaps there is a new contacts option where we pay up to X cr per 24 hr period and this translates into faction influence (and we remove those randomly generated charity missions).
 
I'm simply giving up after 3.0 goes live. :(

They broke it, and no combination of hasty workarounds will replace it.

It's pointless to protest, now. I have a short time to use it, and after that, they all get sold.
 
Thank you for your continued interest and discussion.

For clarity, I'm going to list the major issues folk have, as I'm seeing it currently.

Note: Controlling faction = the faction with the most influence, whose jurisdiction covers all deep space within a system.


A) The revised proposal does not allow me to earn as many credits as the 2.4 system. Because I can only detect bounties aligned with the controlling faction's superpower (counting independent as a superpower for this purpose only), I am potentially missing out on detecting lots of bounties.

B) The revised proposal does not allow me to gain as much reputation as the 2.4 system. Because reputation is gained by handing in bounty claims, I cannot detect and gather claims for factions that do not match the controlling faction's aligned superpower.

C) The revised system loses reputation gaining tactics compared to the 2.4 system. Any sort of mechanic combining bounties loses the ability for me to choose which bounty I hand in and which one I ditch, controlling who gets reputation. In addition, not being able to detect all bounties in a system means that I can't ever choose to hand in bounties for factions that do not match the controlling faction's aligned superpower.

D) The revised system makes anarchy systems useless for bounty hunters compared to the 2.4 system. Because the KWS detects crimes lined to the controlling faction's superpower, and anarchies (jurisdictions created by criminal factions) are not connected to superpowers (even independents as a superpower), then no bounties are detected.

Have I missed anything?

This is what I fear.

I don't want my earning be reduced in any way. (Though, we can up them ^^)
 
I'm simply giving up after 3.0 goes live. :(

They broke it, and no combination of hasty workarounds will replace it.

It's pointless to protest, now. I have a short time to use it, and after that, they all get sold.

Fair enough, I can understand that.

That said, I don't think you're being entirely fair when you say "hasty workarounds". It seems Frontier can't win here.. either they react quickly to issues (as they have done here) and get branded as being "hasty", or they say nothing and get branded as "not listening to the community". That seems like a lose-lose situation to me.

I doubt Sandro will let a "hasty" solution out the door, we might not always like the solution they chose but we should at least give them that much credit, right?
 
For me the KWS is pointless mainly as it has some issues mainly:
1) it takes too long to scan - why not link it into the original scan to see if someone is 'wanted' or not. This way we can actually do something rather than wait till we first scan them then do a KWS scan to see if they have loads of bounties.

The "time" argument is really thin at this point. After engineering the scanner takes 2 seconds. You don't even need a special fire group anymore, just put it on the same firegroup as your guns(Just make sure you wait for the passive scan to come back wanted before firing).

I think it's SUPPOSED to take up a slot. The idea is to make you choose to have a weaker shield in order to get the increased benefits of the KWS. That's been what a lot of this thread is about, the original suggestions for changing the KWS would have made it fairly worthless and everyone would have thrown it away to get another shield booster. At least now we're back to being able to use the KWS to manipulate the BGS (which it is a great tool for).
 

sollisb

Banned
I suspect it depends on whether you like the new C&P system, or not.

I like it, and despite being a current BGS player and a heavy KWS user in the past (for filthy CR, back in the days when Arissa was PP's #1 and I was at rating 5) I prefer to see the KWS change/adapt to the new C&P than the other way round.

I also want the solution they come up with to have finesse and just "seem right". But, this is a non-trivial problem.. lets face it, no-one in 40 odd pages has managed it (some might think they have, I did on a couple of occasions). But, I am confident Sandro won't let a sub-par solution out the door. The beta solution isn't ideal, certainly, but at least it "fits" and isn't obviously broken in and of itself. It's clear it "breaks" previous usages of the KWS, for certain, but these things can be addressed either with updates to the KWS, or with new ideas, so lets get creative!

Lets take a step back, and ask how we would solve the issues themselves, rather than assuming the solution involves the KWS+bounties and trying to make that specific mechanic work.

For example, if the issue is how to selectively support specific minor factions; We already have missions, but I'm the first to admit the random generation and low payouts (rep/influence) of these when balanced with the time they take makes them less than ideal. Do we need a new gameplay mechanic here? Rather than assuming we have to use bounties to do it, what else could we use? How do we indicate that our actions are in support of a faction? If only we could belong to, or join said faction. Or, perhaps we simply bankroll them with CR - perhaps there is a new contacts option where we pay up to X cr per 24 hr period and this translates into faction influence (and we remove those randomly generated charity missions).


I really can't see how you can state 'You're confident Sando won't let a sub-par solution out the door' when that is exactly what is being done!

Either, they knew and decided to nerf the KWS, or they didn't know, which points to bad analysis. Either way, the KWS is being nerfed. And even worse, the nerf effects mostly PvE players who in the main are not effected by the PvP C&P solution.
 
I'm simply giving up after 3.0 goes live. :(

They broke it, and no combination of hasty workarounds will replace it.

It's pointless to protest, now. I have a short time to use it, and after that, they all get sold.

Maybe you should try it out first. It may not be as bad as you think it will be.

I really can't see how you can state 'You're confident Sando won't let a sub-par solution out the door' when that is exactly what is being done!

Either, they knew and decided to nerf the KWS, or they didn't know, which points to bad analysis. Either way, the KWS is being nerfed. And even worse, the nerf effects mostly PvE players who in the main are not effected by the PvP C&P solution.

As a PvE player, it won't effect me in the slightest. In fact I may actually fit one, as before I didn't bother.
 
I assume the aim is for the overall sum of discoverable bounties to remain the same. The logic that builds a list of secondary bounty-giving factions would have to change. I assume that the current system builds a list of factions in the current system and its neighbours, then rolls a #bounties dice and then rolls in the faction list for the issuing factions.

Does this now only use the local jurisdictions list, to guarantee the claimability of the bounties? Does it also include non-local factions so there's something to find if we track an NPC to another system with the Wake Scanner, or is this dropped because of the vestigial gameplay value in doing so? Will it generate NPCs where no license to kill is granted, because a local jurisdiction's bounty is detected that does not align to the current jurisdiction's superpower?

Exactly - this is the kind of thing that needs to be considered. Rather than simply throwing hands in the air, proclaiming everything broken and saying it's all pointless.

A lot of people seem to be assuming that there will be a reduction in income from the KWS under 3.0. Now maybe that's true, and maybe it might happen that way, but it sounds like the intended result here is that the income stays roughly the same, it's just it all comes from local factions instead. And later, there's an intention to reintroduce being able to hunt bounties across systems using alternative methods (the mention was tracker limpets, etc). This does not sound like an awful way forward.

However, there are lots of ways this could trip up and go wrong. We, as players, have incomplete information, but it is possible to see where issues might arise.

So we're making some assumptions based on what we've seen from using the KWS currently - that it generates a set of bounties from various jurisdictions for each ship, and using the KWS reveals all those other than any existing bounty from the jurisdiction you're in (which the normal scan reveals). How does it generate them? Does it take some of the other non-authority local factions as well? If a local faction does not have an asset in system (like a spaceport, outpost or planet settlement) does it count as having no jurisdiction so cannot issue bounties? Does it ignore any non-authority local factions entirely, and only generate bounties from authority factions in other systems?

If the non-authority local factions do not currently generate bounties on ships, then there will need to be some backend work done to ensure they do - or the new KWS will only ever reveal the local authority's bounty... which you see anyway from a normal scan. This would render the KWS utterly useless.

Also, I don't think it can only use the local jurisdictions list to guarantee claimability - not without kicking another problem further down the road. If the intention eventually will be to have the option of following a target out of the system, or look for ships Wanted in other jurisdictions but Clean in the current one, then out-system bounties still need to be generated, even if they're hidden. Of course, the problem then is what if the system only generates out-system bounties as part of the random roll? The KWS will once again be useless for such a ship, since the out-system bounties will be hidden. And I would have thought you can discover Clean ships with bounties in other systems in the current live build already.

I'm going to mount a KWS and scan some Clean ships in the current live build, and see if I can see bounties generated from purely local non-authority factions. That's a good starting point.

If the problem most people have is with reduced income, then we're jumping to conclusions by simply stating it will definitely be reduced. We don't know that. But it would be useful to try and see where problems might arise with the new system. And my main worry here is that the underlying bounty generation might not be in place for non-authority local factions, which really would make the new KWS useless.
 
Fair enough, I can understand that.

That said, I don't think you're being entirely fair when you say "hasty workarounds". It seems Frontier can't win here.. either they react quickly to issues (as they have done here) and get branded as being "hasty", or they say nothing and get branded as "not listening to the community". That seems like a lose-lose situation to me.

I doubt Sandro will let a "hasty" solution out the door, we might not always like the solution they chose but we should at least give them that much credit, right?

I appreciate your concern. Hasty may not have been the right term.

Allow me to clarify:

I'm not going to get the old functionality back, and any solution compatible with 3.0 will not restore it.

Frontier pushed it out, and found out the hard way many were upset. There will be no happy ending, regardless. This is an irrevocable gameplay change, regardless of what adaptation is used.

Can i have your stuff?

Sure, as long as Frontier approves it. :)
 
Exactly - this is the kind of thing that needs to be considered. Rather than simply throwing hands in the air, proclaiming everything broken and saying it's all pointless.

A lot of people seem to be assuming that there will be a reduction in income from the KWS under 3.0. Now maybe that's true, and maybe it might happen that way, but it sounds like the intended result here is that the income stays roughly the same, it's just it all comes from local factions instead. And later, there's an intention to reintroduce being able to hunt bounties across systems using alternative methods (the mention was tracker limpets, etc). This does not sound like an awful way forward.

However, there are lots of ways this could trip up and go wrong. We, as players, have incomplete information, but it is possible to see where issues might arise.

So we're making some assumptions based on what we've seen from using the KWS currently - that it generates a set of bounties from various jurisdictions for each ship, and using the KWS reveals all those other than any existing bounty from the jurisdiction you're in (which the normal scan reveals). How does it generate them? Does it take some of the other non-authority local factions as well? If a local faction does not have an asset in system (like a spaceport, outpost or planet settlement) does it count as having no jurisdiction so cannot issue bounties? Does it ignore any non-authority local factions entirely, and only generate bounties from authority factions in other systems?

If the non-authority local factions do not currently generate bounties on ships, then there will need to be some backend work done to ensure they do - or the new KWS will only ever reveal the local authority's bounty... which you see anyway from a normal scan. This would render the KWS utterly useless.

Also, I don't think it can only use the local jurisdictions list to guarantee claimability - not without kicking another problem further down the road. If the intention eventually will be to have the option of following a target out of the system, or look for ships Wanted in other jurisdictions but Clean in the current one, then out-system bounties still need to be generated, even if they're hidden. Of course, the problem then is what if the system only generates out-system bounties as part of the random roll? The KWS will once again be useless for such a ship, since the out-system bounties will be hidden. And I would have thought you can discover Clean ships with bounties in other systems in the current live build already.

I'm going to mount a KWS and scan some Clean ships in the current live build, and see if I can see bounties generated from purely local non-authority factions. That's a good starting point.

If the problem most people have is with reduced income, then we're jumping to conclusions by simply stating it will definitely be reduced. We don't know that. But it would be useful to try and see where problems might arise with the new system. And my main worry here is that the underlying bounty generation might not be in place for non-authority local factions, which really would make the new KWS useless.

It's not about income. It is about reputation gain.

And, it's already been tested in beta.

Jumping to conclusions? Why was this thread started?

The jury is back, the verdict is guilty as charged, all that remains is the sentencing. :(
 
I appreciate your concern. Hasty may not have been the right term.

Allow me to clarify:

I'm not going to get the old functionality back, and any solution compatible with 3.0 will not restore it.

Frontier pushed it out, and found out the hard way many were upset. There will be no happy ending, regardless. This is an irrevocable gameplay change, regardless of what adaptation is used.



Sure, as long as Frontier approves it. :)

I share your frustration.
Even when presented with a potential solution that preserves the existing NPC use case, and also brings the new Notoriety factor into play, we get a shrug, and 'limiting to the local system is cleaner' comment.

Ho hum, maybe the people supporting this change will change their tune when it's a piece of kit they actually use that is affected.

Oh well, the game goes on, FD do what they want, the players adapt and overcome.
 
Last edited:
Back
Top Bottom