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.