Proposal Discussion Kill Warrant Scanner Feedback

Sandro, why complicate things further? Every crime update complicates things more and more. Soon we will need 50 page powerpoint presentations to explain to newcomers how crime and punishment works in the game.

Remember one of the main principles of software development: KISS.

Surely to keep the PvEers happy, all that needs to happen is for secondary bounties on NPCs be increased significantly then the KWS becomes useful again. It doesn't solve the problem of the new complicated system, but avoids making it any more complex. The more you try and work around issues, the more issues you will create for yourself.

I was going to post an analogy about putting sticking plasters on top of bandages, but thanks to Agony Aunt's excellent post here, I don't need to now - you've nailed the issue perfectly there mate. [up]
 
The two systems are capable of being used in combination, the devs just don't want too

I don't think you can say that unless you have a very deep insight into how things are counted. For all we know the old system is completely rewritten to accommodate the new C&P system and old system wouldn't work any more, even if you wanted it to.

Instinctively I wouldn't want to use two systems either anyway though. In fact two systems like a REALLY BAD idea to me - a bug fest. Better to use the same C&P system for both .. and if necessary adjust influence + cred score generated on NPC's to reflect the fact they're not persistent like players are .. and adjust for the PvE gameplaying fact that a KWS scanned NPC has X% fewer bounties on it in Beyond Chapter 1. If each bounty pays X% more though, then what's the diff?

What I think IS a fair point is that local faction influence changes should be a yellow flag, just to double check that killing NPC's doesn't have unduly bigger effect on the BGS than killing players does, and vice versa.
 
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Sandro, why complicate things further? Every crime update complicates things more and more. Soon we will need 50 page powerpoint presentations to explain to newcomers how crime and punishment works in the game.

Remember one of the main principles of software development: KISS.

Surely to keep the PvEers happy, all that needs to happen is for secondary bounties on NPCs be increased significantly then the KWS becomes useful again. It doesn't solve the problem of the new complicated system, but avoids making it any more complex. The more you try and work around issues, the more issues you will create for yourself.

Actually, it doesn't solve it for PvE. The larger issue is how only using the largest bounty affects reputation and CG progress. If the new KWS restricted the claimable bounties to the top 3 (very few NPC ships have more than 3 bounties) it would solve a lot of issues, as well as not being too punishing to criminals.
 
Afaik before this proposal there was NO secondary bounties with KWS in upcoming 3.0 no?

No? Then it would render the KWS completely useless for PvE... i'm fairly sure that isn't the case. Unless you misunderstand what i mean by secondary. I mean the bounties on NPCs that are not the primary one, the one the KWS is used to detect, which under the current system would be the largest non-primary one on players and NPCs. NPCs without a secondary... welll... erm..

Actually, it doesn't solve it for PvE. The larger issue is how only using the largest bounty affects reputation and CG progress. If the new KWS restricted the claimable bounties to the top 3 (very few NPC ships have more than 3 bounties) it would solve a lot of issues, as well as not being too punishing to criminals.

To be honest, that is something i hadn't considered, but then, if you are working for bounties for the BGS etc, as it is now, you are normally going for the primary bounty. If you are using a KWS you're then (in my experience) cashing in those bounties in other locations to as not adversely affect your BGS work. For CGs, again, normally going for the primary bounty and hunting specific targets. I can only see it being useful in situations where getting targets with the primary bounty is an issue. I remember CGs in systems without RES being a problem, used to get around that by dropping into signal sources near the target faction's station.

Maybe this is a bigger issue than i'm thinking, but not something i feel is as big as the credit side one.
 
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With all due respect Sandro, this sounds overly complicated, and useless mechanic from a players perspective. Maybe you have thoughts for the future, but this change makes obsolete the KWS for any NPC gameplay.
I do not involve in PvP at all.
All I see the KWS will be a modula non grata from now and on.
Not well thought solution if you ask me.
Again with all due respect and from the players perspective.
 
Hello Commanders!

We’ve been going through the feedback for the Kill Warrant Scanner (as always, thank you for your input!) and wanted to clarify why the module has changed, as well as float an idea for your consideration.

As part of the crime update, we now place bounties on ships, which are cleared one jurisdiction at a time. This means that when criminals are processed, their captors only care about crimes relevant to their jurisdiction. Because other bounties remain, there is more consequence, as Commanders risk losing their ship multiple times if they have multiple bounties.

However, this caused an issue with the Kill Warrant scanner. The new system runs on the principle that only one bounty is cleared at a time at a detention centre, which does not work with the old version of the Kill Warrant Scanner, as it detected all bounties.

Additionally, if detention centres *did* process all bounties the result would potentially be crippling, punishing Commanders too harshly for killing ships, even NPC ships, by forcing them to pay every bounty at once, especially considering that bounties will no longer expire.

So we changed the Kill Warrant Scanner to detect the single largest bounty. This would allow the villain to be destroyed multiple times, and over time would allow all the bounties to be claimed. However, there is no denying that it significantly reduces the earning potential of the module.

We think the updated crime system is better across the board, and ultimately, worth the change to how the KWS works.

That being said, we are considering (and just that, no ETA or guarantee, this is just something we’re mulling over) a change to the KWS.

It’s somewhat significant, so we’d like to get some feedback on the concept before deciding any next step.


Kill Warrant Scanner Serving Suggestion


  • Upon a successful scan, the KWS will detect every bounty for factions aligned with the same superpower as the faction controlling the current jurisdiction.
    • E.g. if you’re in a jurisdiction controlled by an Imperial aligned faction, then the KWS will detect every bounty on the scanned ship issued by all Imperial aligned factions.
  • What’s more, the KWS scan will *legitimise* attack against the scanned ship for you and any wingmen. This freedom to attack will expire once the target leaves the location, via supercruise, hyperspace jump or the like.
  • The KWS will detect all Interstellar bounties on a target vessel. However, it does not legitimise attack, so you still will have to break the law to collect them if the Interstellar bounty is for a different superpower than the current jurisdiction is alinged to.

This change would bring the Kill Warrant Scanners closer to its original specification, especially regarding earning potential, improve it in some contextually appropriate situations by legitimising attack, limit its power where appropriate by hiding non-local independent bounties and fit neatly within the lore of how the game deals with criminality and factions.

So now, over to you. Do you think this proposal give the KWS enough kick? Does it punish/threaten criminals too much? Is the mechanic clear enough? In short, have a gander and tell us what you think. A final reminder, this is just a suggestion that we're looking at, not a definite plan.

Your feedback is greatly appreciated!

Thank you for responding.

The issue is that many of us use the KWS for gaining reputation, and not against commanders, but NPC's.

I understand your reasoning, if this game was a single-mode game; i.e., Open.

However many of us play only in solo, or private groups, and the gathering of reputations with factions is *far* more important to us than any bounty/credit reward.

I also realize the difficulty that may result in programming this lost functionality into the Beyond series. All modes are tied together by the BGS.

However, the loss of the KWS is a loss of gameplay value for those of us who stay out of Open. Your suggestion is interesting. It *might* help to minimize the impact on non-PVP gameplay.

But, if the implementation is such that reputation gathering is not productive any longer, then the KWS is a redundant utility slot.

Only in play can it be determined if this workaround is a reasonable compromise.

I thank you for coming forward, and presenting this suggestion.
 
No? Then it would render the KWS completely useless for PvE... i'm fairly sure that isn't the case. Unless you misunderstand what i mean by secondary. I mean the bounties on NPCs that are not the primary one, the one the KWS is used to detect, which under the current system would be the largest non-primary one on players and NPCs. NPCs without a secondary... welll... erm..



To be honest, that is something i hadn't considered, but then, if you are working for bounties for the BGS etc, as it is now, you are normally going for the primary bounty. If you are using a KWS you're then (in my experience) cashing in those bounties in other locations to as not adversely affect your BGS work. For CGs, again, normally going for the primary bounty and hunting specific targets. I can only see it being useful in situations where getting targets with the primary bounty is an issue. I remember CGs in systems without RES being a problem, used to get around that by dropping into signal sources near the target faction's station.

Maybe this is a bigger issue than i'm thinking, but not something i feel is as big as the credit side one.

Here's an example of what I mean https://forums.frontier.co.uk/showthread.php/404627-Alliance-Security-Initiative-(Bounty-Hunting)

The home CG system is LP 128-32, yet there are two other systems (G146-60 and 37 Ursae Majoris) that have potentially better sites to progress the CG.

There is therefore no guarantee under the 3.0 system of only using the highest bounty that going to those 2 other systems will help at all. Also, if you use the KWS in LP 128-32 then there is no guarantee the bounty you wanted (that of LP 128-32 Corporation) wont be over-written by one from somewhere else. So it's better if you don't use the KWS at all...

So basically, the change negatively affects CG progress. If you then factor in, that the other factions in LP-128 could become hostile to you simply because bounties they used to take into account will no longer count, then it becomes a wider issue than just pure money.

Sandro's proposal does help, longer term but in no way helps the above while we wait.
 
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It seems to me that two separate processes are being conflated as one when there is no need to combine them.

The Bounty Hunter doesn't care what happens to a player after their revival at the detention center.
All they know is that they were wanted in X number of systems, and they killed the target on behalf of all of them.

The big risk of your proposal about only clearing one bounty at the Detention Center, is that these locations just become base camps for griefers pretending to bounty hunt.
Any player trying to leave will likely still have bounties on them, potentially leading to repeated kills on them until they mode switch or all the bounties get claimed. This behaviour which would be seen a harassment at the moment would be vindicated by your proposal.

Basically, you've created the worst of both worlds.

For PvE, you've nerfed both an income and reputation source, as well as a driver to travel around cashing in your claims.
For PvP, you've created spawn points and justified repeated griefing.
 
It does seem like an overly complicated solution. If the KWS cant work like it used to could it just be scrapped and all npc bounties boosted to make up for lost income? It would free up a slot and simplify bounty hunting.

Sir:

This is not about the money.

It is about the faction reputation gained for each claimed bounty.

I hope this clarifies things. :)
 
It seems to me that two separate processes are being conflated as one when there is no need to combine them.

The Bounty Hunter doesn't care what happens to a player after their revival at the detention center.
All they know is that they were wanted in X number of systems, and they killed the target on behalf of all of them.

The big risk of your proposal about only clearing one bounty at the Detention Center, is that these locations just become base camps for griefers pretending to bounty hunt.
Any player trying to leave will likely still have bounties on them, potentially leading to repeated kills on them until they mode switch or all the bounties get claimed. This behaviour which would be seen a harassment at the moment would be vindicated by your proposal.

Basically, you've created the worst of both worlds.

For PvE, you've nerfed both an income and reputation source, as well as a driver to travel around cashing in your claims.
For PvP, you've created spawn points and justified repeated griefing.

Players leaving Detention Centers are put into solo mode automatically till they jump out/or low wake. That's like 3.0 b1 stuff.
 
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Players leaving Detention Centers are put into solo mode automatically till they jump out/or low wake.

I haven't seen that, but even if it is true - this system still legitimizes repeated hunting and killing of players.

My take is that there is no such thing as 'too harsh' or 'crippling' - if you can't take the punishment, don't do the crime, or 'git gud' and don't get caught.
It's not as if these bounties are huge. The only reason they could even get big is for ganking weiners in your battle-cruisers. If that's the case, you deserve all you get if you get caught.
 
The major issue I see with this proposal is the truly Lawless systems (i.e. the ones without ANY factions). This proposal would mean you never get anything in one of these systems (which incidentally, they constitute the vast majority of systems in the galaxy)

I actually think the KWS should just be the same as it currently is only instead of all pilot bounties, it get's all bounties on the scanned ship. I don't think it should legitimize attacking and killing that ship, however it should notify the relevant bounty issuers, so they can pick them up and prosecute (i.e. it forces detention if you are KWScanned and die in that encounter regardless of jurisdiction).

As far as the cost (possibly) being too high, my attitude is you do the crime you do the time, worst case scenario where all of it really can't be paid could be a bankruptcy option where you lose everything and start with a sidewinder and maybe $100 credits (you still keep your ranks, rep etc). I doubt this would actually happen much, once people knew it could, criminals would just need to be smart enough to know when it's time to throw away a ship that isn't worth keeping anymore (either sell it or never use it) with engineering changes, you could always make an identical ship (again if you're smart enough to not use old un-converted engineered modules). I actually think the added risk would be kind of fun.
 
Most of the criticism I've seen mostly relates to the KWS bringing a reduced payout in comparison to what we've had to date. However, as that reduction comes about because the C&P system is being made more sophisticated, I don't think that's a very legitimate gripe and I don't think NPC's being non persistent currently makes that concern legitimate either.

My assumption is that NPC's will have - similar to human players - local, major faction and interstellar bounties attached? (ie. in the new system, whatever it turns out to be, PvE is treated the same way as PvP). If that's the case then the OP improves the situation and I think does bring the Kill Warrant Scanners closer to its original specification. I feel pretty confident that if people find they're not earning as much per hour in PvE bounty hunting that's (a) not the biggest issue in the world and (b) maybe NPC rep + bounties can be tweaked up to match the reduction. Whatever happens it's same for everyone and I far, far prefer the more sophisticated C&P system.

It's the rep, not the money.

Sorry. This game has an inherent schism in it, and Frontier backed the wrong horse on this one (KWS).
 
I haven't seen that, but even if it is true - this system still legitimizes repeated hunting and killing of players.

My take is that there is no such thing as 'too harsh' or 'crippling' - if you can't take the punishment, don't do the crime, or 'git gud' and don't get caught.
It's not as if these bounties are huge. The only reason they could even get big is for ganking weiners in your battle-cruisers. If that's the case, you deserve all you get if you get caught.

Not sure what's your gripe here. It seems Sandro position this as you just can't get clean ship with dying once. You don't get from the hook so easily. That's why you can peal bounties off the player one by one. But still....even let's say you get a hit on wanted ship and bring him down - he is moved lots of light years away. And it is someone who just obsessed to hunt you due of your many bounties - he will have to find you again. So putting distance between players will also bring some cool down.
 
It seems to me that two separate processes are being conflated as one when there is no need to combine them.

The Bounty Hunter doesn't care what happens to a player after their revival at the detention center.
All they know is that they were wanted in X number of systems, and they killed the target on behalf of all of them.

The big risk of your proposal about only clearing one bounty at the Detention Center, is that these locations just become base camps for griefers pretending to bounty hunt.
Any player trying to leave will likely still have bounties on them, potentially leading to repeated kills on them until they mode switch or all the bounties get claimed. This behaviour which would be seen a harassment at the moment would be vindicated by your proposal.

Basically, you've created the worst of both worlds.

For PvE, you've nerfed both an income and reputation source, as well as a driver to travel around cashing in your claims.
For PvP, you've created spawn points and justified repeated griefing.

Actually, the spawn point issue was addressed in the initial detention center proposal and implementation. Any Commander "brought to book" at the Detention Center remains clean until they Jump out of system, so it gives them a window in which to escape.
 
The major issue I see with this proposal is the truly Lawless systems (i.e. the ones without ANY factions). This proposal would mean you never get anything in one of these systems (which incidentally, they constitute the vast majority of systems in the galaxy)

Not exactly. In Sandro proposal there's point that KWS will reveal other superpower bounties if player has ones (same with NPCs). So there still will be bounties in Anarchies - and no one to oppose to you cashing in.
 
Let me try to work logically through the implications for bounties against NPCs. I'll put this in spoilers, as those who have already worked through this themselves (unlike me!) can skip straight to the summary point :)

This is based upon my understanding that NPC bounties work as follows (I am, of course, making the assumption that this isn't changing):
- Criminal NPCs will have one or two bounties.
- Bounty A will always be issued by one of the local minor factions.
- Bounty B will be issued either by another local minor faction, or by a superpower; and its amount will be equal to or less than bounty A.

Current (2.4) situation:
- Without a kill warrant scanner, you can only claim bounty A (or not, if in an anarchy system)
- With a kill warrant scanner, you can claim both bounty A and bounty B. Importantly, this increases your chances of getting a bounty for a specific minor faction, as you have two chances for the bounty to have been issued by the faction you are after.

Originally proposed 3.0 situation:
- KWS only shows the single highest bounty; thus you would only ever claim bounty A (since bounty B is never more than bounty A). For PvE, KWS would stop having any effect at all in non-anarchy systems, and in anarchy systems would only show up a single bounty (bounty A).

That would be a significant impact compared to the current live situation, especially when considering BGS / CG implications where players are particularly after bounties issued by a specific faction.

New proposed 3.0 situation:
- The kill warrant scanner will show up bounty B if (and only if) either (a) bounty B is issued by a minor faction of the same superpower that controls the system (so this will never apply in independent systems), or (b) bounty B is issued by a superpower.

This means that the earning potential of the KWS against NPCs would likely be significantly reduced in independent systems (as it would only show up bounty B when bounty B is issued by a superpower rather than a minor faction), and somewhat reduced compared to live in other systems (since it is quite common for secondary bounties to be issued by factions that are independent or from a different superpower). It would also impact the search for bounties from a specific minor faction for BGS / CG purposes, and again with a more significant impact in independent systems.

Summary:
For me, what worries me is the fact that the impact is much greater in independent systems. It is not clear whether that is deliberate or unintended. Certainly, if either of the 3.0 proposals are what is implemented when 3.0 goes live, it would be essential for this to be taken into account when issuing bounty hunting community goals, as they will be much harder if the goal-issuing faction is independent.
 
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