Hello Commanders!
We've taken a step back and revaluated what we want the Kill Warrant Scanner to achieve, as well as look at how it fits in with the bigger picture of the update crime system. Part of the issue we run into with the KWS is how it interacts with Interstellar bounties. We've decided to more clearly delineate the roles of these to features:
• 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.
With this suite of rules, we can see that the Kill Warrant scanner becomes a clearly defined tool. It communicates with all security channels within the system, allowing Commanders to fully exploit bounty hunting opportunities where they are.
This allows the Kill Warrant scanner to be effective in gaining reputation, tactically supporting factions and of course, increasing profits (we'd be looking at making sure the right levels of crime are linked to factions in the system). It also means that bounty hunters can continue to work in anarchies.
Whilst it does lose some power being limited to the system where it is being used, we've offset this by allowing the Kill Warrant scanner to legitimise attack when dealing with bounties associated with a superpower. We've also made it more robust in protecting the bounty hunter's reputation when working a system.
This also allows Interstellar bounties to remain relevant:
• Interstellar Bounties provide a license to kill in all associated jurisdictions.
• Interstellar bounties are packed up for the criminal, unpacked for the bounty hunter.
Interstellar bounties have a specific role - to make criminals legal targets in every associated jurisdiction. Basically, once you have an Interstellar bounty for a superpower (such as the Federation), all bounties from Federal aligned factions will be visible - and legally claimable - to anyone performing a basic scan on you whilst in a Federal aligned jurisdiction. Furthermore, the bounty hunter still retains the ability to claim or avoid individual bounties within an Interstellar bounty, allowing them to interact with the background simulation as before.
These rules also mitigate one of our bugbears: superpowers honouring each others bounties. Whilst this can happen at a local level using the Kill Warrant scanner, such bounties are local bounties connected with the faction rather than the superpower.
Once a bounty becomes Interstellar, the superpowers get involved, and they take a different approach - only accepting claims within their jurisdiction.
Overall, we're quite happy with this proposal, to the point of looking into making it happen, so feedback is greatly appreciated.
Perfect! I think and feel that this covers all of my bases - others may disagree. The only outstanding questions that remain (again, for myself) are:
1. How is a KWS handled in Lawless/Anarchy systems? I can see the case where a system is Anarchy controlled, but there are Fed/Imp/Allied/Indy factions with a foothold presence. For Lawless (if I am reading right) the situation is that there is NO authority presence with which to interact so a BH might be on their own.
2. Notoriety decay rates have been brought forward here - any further changes beyone the 2 Hours of Game time per 1 point of decay?
Thanks again for your diligence and efforts