I've noticed a general consensus among forum posters that there's a problem with the balance between traders, pirates, and bounty hunters.
I'm a pirate. I want more traders in open. Specifically, I want more traders in open that are willing to take the risk that I won't blast them out of the sky if they peacefully hand over some cargo.
The general problem is that there's a community of people out there who kill people just for fun. However, bounty hunters lack the tools needed to address the problem.
This means that traders are less willing to trade in open. So there's less people for pirates to prey on. Which compounds the problem of the bounty hunters not having good tools for tracking down CMDR pirates in the first place.
There's an ecosystem between the different roles. A deficiency in one hurts one or both of the others.
So here's my idea: If a CMDR incurs a bounty for murdering another CMDR (not in anarchy space, not if it's a fair bounty kill, etc) then that CMDR acquires an additional bounty with the Pilot's Federation. The value of this bounty is equivalent to the insurance costs of the victim COMBINED with the insurance costs of the aggressor would have been, with some modifiers thrown in so Frontier can play with the balancing.
The Pilot's Federation bounty would apply in every non-anarchy system.
Currently, carrying a bounty marks you as WANTED. Carrying an active Pilot's Federation bounty win a non-anarchy system would mark you as a KILLER.
If a ship is just WANTED, then scanning them reveals their local bounty. If a ship is just a KILLER but not wanted locally, then scanning them reveals their pilot's federation bounty. A player that is both WANTED and a KILLER would have the sum of the two bounties revealed after scanning.
For non-KILLER CMDRs that scan a KILLER, the target's KILLER label would take priority over WANTED or HOSTILE in the event that more than one was valid at a time.
For KILLER CMDRs that scan another KILLER, the target's WANTED or HOSTILE label would take priority over the KILLER label in the event that more than one was valid at a time.
Normally, to discover that a ship is WANTED you have to target them and point your ship at them for about 5-10 seconds (or whatever it is). KILLER ships should be more easily identifiable so Bounty Hunters can know exactly where to go. KILLER ships flying in non-anarchy space should be marked in some way on other people's navigational radar. Perhaps a different color, or a line on either side of their ship token. The UI designers at Frontier are amazing, I'm sure they can come up with a good idea for this.
The point of all of this would be to make it immediately clear to bounty hunters where their targets are, so that KILLER players would be more likely to be hounded by CMDR bounty hunters.
You could even leverage the PowerPlay mechanic of being hunted down by your previous faction whenever you defect. Have a similar system of Pilot's Federation Enforcer NPCs that hunt down players with KILLER flags in any non-anarchy system. Threat-level of Pilots Federation Enforcer wings scales with the size of the Pilot's Federation bounties in a wing with one or more KILLER commanders.
The mechanics I have in mind for Pilot's Federation bounties would be very similar to the rules for standard bounties, with some tweaks.
Firstly, a dormant Pilot's Federation bounty can be re-activated when scanned by any system authority NPC or a Kill Warrant Scan from any CMDR.
Secondly, KILLER bounties can only be claimed by Pilot's Federation Enforcer NPCs, and by Commanders that do not themselves hold a live or a dormant Pilot's Federation Bounty. Once claimed, that KILLER bounty becomes a legacy fine across all non-anarchy systems.
If you pay off your dormant KILLER bounty, that dormant bounty still becomes a legacy fine across all non-anarchy systems. So you run the risk of paying for it twice if you take this route.
My expectation from this is that billionaire griefers that like to pick on noobs with their top-end ships wouldn't stay billionaires for long. It would encourage fairer fights between aggressors and victims, because going after them in a cheaper ship loadout would incur smaller penalties. It would encourage KILLER players to stick to anarchy systems where they can't instantly be identified as KILLERs. It would give bounty hunter players more and better tools for hunting down player killers. And it would provide player killers with a higher challenge level to overcome.
The whole purpose of this is to empower and reward bounty hunters, and place a challenge burden on player-killer murderers, so that traders will feel safer moving into open.
Thoughts?
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There's also a more general problem of helping bounty hunters to track down the whereabouts of players with large bounties while the criminal player in question is logged in. I don't have any good answers to that challenge right now, but I'm interested in other people's thoughts.
I'm a pirate. I want more traders in open. Specifically, I want more traders in open that are willing to take the risk that I won't blast them out of the sky if they peacefully hand over some cargo.
The general problem is that there's a community of people out there who kill people just for fun. However, bounty hunters lack the tools needed to address the problem.
This means that traders are less willing to trade in open. So there's less people for pirates to prey on. Which compounds the problem of the bounty hunters not having good tools for tracking down CMDR pirates in the first place.
There's an ecosystem between the different roles. A deficiency in one hurts one or both of the others.
So here's my idea: If a CMDR incurs a bounty for murdering another CMDR (not in anarchy space, not if it's a fair bounty kill, etc) then that CMDR acquires an additional bounty with the Pilot's Federation. The value of this bounty is equivalent to the insurance costs of the victim COMBINED with the insurance costs of the aggressor would have been, with some modifiers thrown in so Frontier can play with the balancing.
Code:
a = aggressor's ship
v = victim's ship
x = any ship
IC(x) = Insurance Cost of ship, using that ship owner's insurance %
m1(x), m2(x), m3(x,x) = modifiers specified by Frontier for balance
PFB(a,v) = Pilot's Federation Bounty when aggressor murders victim
PFB(a,v) = (m1(a) * IC(a)) + (m2(a) * IC(v)) + m3(a,v)
The Pilot's Federation bounty would apply in every non-anarchy system.
Currently, carrying a bounty marks you as WANTED. Carrying an active Pilot's Federation bounty win a non-anarchy system would mark you as a KILLER.
If a ship is just WANTED, then scanning them reveals their local bounty. If a ship is just a KILLER but not wanted locally, then scanning them reveals their pilot's federation bounty. A player that is both WANTED and a KILLER would have the sum of the two bounties revealed after scanning.
For non-KILLER CMDRs that scan a KILLER, the target's KILLER label would take priority over WANTED or HOSTILE in the event that more than one was valid at a time.
For KILLER CMDRs that scan another KILLER, the target's WANTED or HOSTILE label would take priority over the KILLER label in the event that more than one was valid at a time.
Normally, to discover that a ship is WANTED you have to target them and point your ship at them for about 5-10 seconds (or whatever it is). KILLER ships should be more easily identifiable so Bounty Hunters can know exactly where to go. KILLER ships flying in non-anarchy space should be marked in some way on other people's navigational radar. Perhaps a different color, or a line on either side of their ship token. The UI designers at Frontier are amazing, I'm sure they can come up with a good idea for this.
The point of all of this would be to make it immediately clear to bounty hunters where their targets are, so that KILLER players would be more likely to be hounded by CMDR bounty hunters.
You could even leverage the PowerPlay mechanic of being hunted down by your previous faction whenever you defect. Have a similar system of Pilot's Federation Enforcer NPCs that hunt down players with KILLER flags in any non-anarchy system. Threat-level of Pilots Federation Enforcer wings scales with the size of the Pilot's Federation bounties in a wing with one or more KILLER commanders.
The mechanics I have in mind for Pilot's Federation bounties would be very similar to the rules for standard bounties, with some tweaks.
Firstly, a dormant Pilot's Federation bounty can be re-activated when scanned by any system authority NPC or a Kill Warrant Scan from any CMDR.
Secondly, KILLER bounties can only be claimed by Pilot's Federation Enforcer NPCs, and by Commanders that do not themselves hold a live or a dormant Pilot's Federation Bounty. Once claimed, that KILLER bounty becomes a legacy fine across all non-anarchy systems.
If you pay off your dormant KILLER bounty, that dormant bounty still becomes a legacy fine across all non-anarchy systems. So you run the risk of paying for it twice if you take this route.
My expectation from this is that billionaire griefers that like to pick on noobs with their top-end ships wouldn't stay billionaires for long. It would encourage fairer fights between aggressors and victims, because going after them in a cheaper ship loadout would incur smaller penalties. It would encourage KILLER players to stick to anarchy systems where they can't instantly be identified as KILLERs. It would give bounty hunter players more and better tools for hunting down player killers. And it would provide player killers with a higher challenge level to overcome.
The whole purpose of this is to empower and reward bounty hunters, and place a challenge burden on player-killer murderers, so that traders will feel safer moving into open.
Thoughts?
---------------------------------------
There's also a more general problem of helping bounty hunters to track down the whereabouts of players with large bounties while the criminal player in question is logged in. I don't have any good answers to that challenge right now, but I'm interested in other people's thoughts.
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