Think it's 1 million credits per system per faction.
This is correct. Don't forget a kill warrant scanner if you're going to hunt other players.
Think it's 1 million credits per system per faction.
Let's see a link for that story, and from a verifiable source, i couldn't find anything on that.
Besides, google and YT are ripe with GTA exploits for anyone to look up freely.
Again, it isn't about how far people will go to make money. If you don't have an easy and speedy method to distribute exploited goods you won't make any.
If you're going to go that far to get credits, you're doing it wrong.Is there a cool down after each collect? Otherwise kill, rinse. Repeat.
Before getting a million credit bounty took ages. It wasnt practical to farm credits this way. Now it is.
Never under estimate how far people will go to earn real money.
Cmdr Cosmicspacehead is (unusually ) right on this I think;
A million cred bounty is not bad to earn but a 100 million rebuy is hell to pay.
I also think transferring the 200 mill for the 'Conda you bought on eBay - one million at a time - wouldn't be all that attractive. FDev could put in an Elite Rank versus Current Assets flag and then there's name and shame.
Hello Commanders!
For clarity:
- A criminal can have bounties issued against their ships.
- Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).
- The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.
- Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.
- Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.
- When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
- 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.
- 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
- When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.
Other trivia:
- Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.
- Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.
- Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).
- Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.
- Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.
- If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.
Hope this info helps.
The payout is only 1 (now 2) million, but the killed, bountied, Cmdr loses ALL of the bounty at the rebuy screen.Is there a cool down after each collect? Otherwise kill, rinse. Repeat.
Before getting a million credit bounty took ages. It wasnt practical to farm credits this way. Now it is.
Never under estimate how far people will go to earn real money.
To be 100% clear when the OP talks about 'murder' it means against any (non-Wanted, Report Crimes Against Me on if a Cmdr, etc) ship, Cmdr or NPC, yes ?
Hello Commander Athan!
Yes. Murder means that you are in a jurisdiction controlled by a faction that has laws, and the target was clean, and had an active security link (all AI always have theirs turned on). It applies equally to human and NPC ships, though as stated, the cost can be different.
Hello Commanders!
For clarity:
- A criminal can have bounties issued against their ships.
- Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).
- The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.
- Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.
- Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.
- When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
- 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.
- 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
- When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.
Other trivia:
- Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.
- Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.
- Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).
- Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.
- Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.
- If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.
Hope this info helps.
Sandro, may I suggest to make your explanation permanent sticky somewhere? The details are not quite trivial to keep in mind and I imagine the average griefer being either to deaf or to lazy to do the calculations. I bet this topic will frequently pop up in the future so people can always dip the griefer's nose into this fine conduction!
Could you please clarify how this impacts undermining in PP, especially when hunting other PP ships ?
Hello Commander Athan!
Yes. Murder means that you are in a jurisdiction controlled by a faction that has laws, and the target was clean, and had an active security link (all AI always have theirs turned on). It applies equally to human and NPC ships, though as stated, the cost can be different.
Power Play has it's own set of rules, more in line with the old system.
Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.
Hello Commanders!
For clarity:
- A criminal can have bounties issued against their ships.
- Most bounty crimes are nominal values, because the real cost of committing them is becoming wanted, which allows other ships to legally attack and destroy them, triggering a potentially expensive rebuy (as well as the hassle of losing cargo, vouchers and respawning at a detention centre).
- The murder crime has a special set of rules to determine its cost, by using a new statistic: Notoriety.
- Notoriety increases every time you commit the crime of murder. It's a value from 0-10, and always starts at 0.
- Notoriety decays over time spent playing the game, at the rate of 1 point for every two hours that pass playing.
- When you commit murder, as well as the static portion of the bounty value (which is being set as 5000 CR across the board for legibility), two other calculations kick in:
- 1. For every point of notoriety, an additional cost is added, equal to small fraction of your ship's rebuy value. This fraction increase ramps up as your Notoriety increses, so at Notoriety 10 you will be paying much, much more than at Notoriety 1.
- 2. If the victim's ship has a rebuy cost (all Commander ships do), then the bounty value is increased again. This time, the game looks at the difference between your ship's rebuy and the victim's rebuy. 10 percent of this value is added to the bounty per point of Notoriety you have. Basically, if the ship you attack has a bigger rebuy cost, then no extra is added. The cheaper the rebuy of the victim's ship, the greater the the amount of cost *could* be added. Notoriety determines exactly how much of this potential is *actually* added.
- When bounty hunters come a callin' and scan you and detect your bounty, they receive a bounty claim upon destroying your ship. This claim is equal to the bounty cost, but is capped (the cap is being increased to 2 million per jurisdiction. So even if you committed many murders and ended up with a 50 million credit bounty in a jurisdiction, the most a bounty hunter could claim upon taking you down is 2 million.
Other trivia:
- Notoriety also helps the victim. For each point of Notoriety your killer had when they murdered you, your rebuy cost is reduced by 6% in compensation by the Pilot's Federation. Basically, your rebuy will be more than halved when you fall foul of a Notoriety 10 murderer.
- Around starports, Notoriety is not used (it is not increased by murder and does not inflate the bounty) when ship destruction is caused by collision to mitigate ram trolling.
- Notoriety stops you using Interstellar Factors, and they're the only way to pay off bounties (fines can be paid of at security contacts).
- Bounties are attached to ships, not Commanders, so if you switch to a ship with no bounties, you will not be wanted.
- Bounties never run out. They last forever, or until claimed or paid off using the Interstellar Factors.
- If your combined bounty/fine value for jurisdictions aligned to a superpower exceed more than 2 million CR, they will be conglomerated into an Interstellar bounty, which will make you wanted in all jurisdictions controlled by factions aligned with the superpower.
Hope this info helps.