Hello Commanders!
I've started a new thread and unstickied the previous for the sake of clarity.
Looking into the how the Kill Warrant scanner worked and how we want it to work, we have to consider both new and old Interstellar bounties.
Players using the Kill Warrant scanner will note that we have already been using a lightweight version of Interstellar bounties. These show up as “Federal”, “Empire” or "Alliance" bounties, and have no faction associated with them.
The way the system worked is that a ship had the chance to spawn with a local bounty for the current jurisdiction, and a number of bounties for other factions present in the system, as well as the chance for a number of these lightweight Interstellar bounties, which would replace the faction bounties.
When you hand in a normal bounty, you:
- Increase your reputation with the faction that issued it, which also trickles some reputation to its associated superpower unless it was an independent faction.
[*]Increase the influence of the faction you hand the bounty claim in to.
- Receive credits from the claim.
Because the lightweight Interstellar bounties had no faction, only a superpower, they:
- Had no faction to give reputation to, so only increased superpower reputation (and by too much).
[*]Could be handed in at any faction associated with their superpower
- After which they then distributed their influence to all factions in the system according to each faction’s current portion of influence. So the faction with the most influence in the system would get the biggest cut from the lightweight Interstellar bounty, and so on. Any faction not aligned with the bounty’s superpower would then discard its share.
- Could be handed in at Interstellar Factors, which would (unintentionally) apply the same rules of sharing out influence to the system where the Interstellar Factors was.
Whilst this allowed you to support factions in the background simulation, it did so in a messy way. For example, a Federal faction in system where it was the only Federal faction could benefit more from a Federal lightweight interstellar bounty than if other Federal factions were present. You could also pour huge amounts of influence collected from all over human space into a single system, which was manifestly unfair to independent factions as well as being illogical. It was a confusing system that allowed complicated and undesirable results.
The new Interstellar bounties will use the following rules:
- When a ship’s total bounty value of all bounties and fines for factions associated with a single superpower exceeds 2 million CR, they will become a single Interstellar bounty, valid in all jurisdictions associated with the superpower.
[*]When you claim a superpower bounty, you will receive all of the bounties as individual claims, allowing you to choose which ones to cash in.
- Alternatively, you can use the Interstellar Factors to claim them all at a reduced value and loss of influence.
Because the new Interstellar bounties are actually collections of normal bounties they are handed in and dealt with no differently from normal bounties; giving the correct amount of influence to the faction that issued them and the correct reputation to the player. They will also be a lot bigger as they have minimum trigger thresholds, and are a feature that is primarily aimed at Commanders, allowing the game to make them wanted across huge swathes of space.
Initially, NPC ships will not have these new Interstellar bounties. Instead, every time we would have generated a lightweight Interstellar bounty, we will instead generate another bounty from a faction in the system.
Whilst this does reduce the amount of influence you can bring to a system, it makes the process simpler, predictable, focused and legible. Fundamentally it can be summed up by the following statement: to support a faction, hand in claims issued by that faction to that faction.
We’re also fixing the Interstellar Factors so that they (correctly) do not apply influence to the system where they are based. Reputation and Credit rewards will continue to work as normal.
The Kill Warrant scanner will have the following functionality, shortly after launch:
- It will detect all bounties issued by all factions in the system.
[*]It will grant a license to kill any ship that has a Federal bounty if in a Federal jurisdiction, any ship that has an Empire bounty if in an Imperial Jurisdiction and any ship that has an Alliance bounty if in an Alliance jurisdiction.
- Detecting any bounties with a Kill Warrant scan will prevent you losing reputation with the ship’s faction when you destroy it, unless it belonged to a criminal faction.
Making the Kill Warrant scanner work in this way neatly differentiates its use from Interstellar bounties, whilst retaining a strong case for using one, in terms of credits, reputation and influence gaining.