Murder in a Conflict Zone

A strange thing happened tonight.

Was busy racking up some kills in a conflict zone when I engaged a Viper on the opposing side. As the fight ensued I knocked out his drives at a distance of over 2.5km from me. He had just boosted so he continued to drift away from the zone. Now I could have let him go, but a little OCD kicked in and I started to boost after this ship. A couple of minutes later I catch up enough to finish him off and for my trouble I don't get a combat bond, I get a bounty and wanted status for murder. Looking back at the zone I was at a distance of 99km (OK, a lot of OCD kicked in:p), but you should not be able to leave the instance without going into SC, at least that's what I thought.

Now this isn't much of a problem, just nip to the outpost and pay it off, but following 1.3 and the crime and punishment revamp, I would be stuck with this bounty.

So is there a max distance from the conflict zone where kills are classed as combat kills or is this a bug?

Lesson for the night: When they are drifting off into the big black, let 'em go.
 
I had a similar thing happen to an anaconda. His drives were knocked out and me and another 2 ships(npc) followed him. I ran out of shells (had 3 when his shields went down) with 10% left so tried resorting ramming (never rammed before, I don't think its nice but this was an npc at conflict zone). This only had him fly away faster. Spent a good 20mins trying to get in front and continue ramming before i gave up. My vulture just didn't have the speed, he was moving around 280m/s. I now run with a laser for such occasions. yours definitely worth ticketing because the circumstances have happened to me, just did not get the kill to get the bounty.
 
The game doesn't exactly use instances. When you are in "normal" space you can travel to everywhere in that system, just at a really really slow speed. I guess you were so far away that it was considered outside the combat zone.

The entire combat zone idea needs to be reworked in my opinion. It should really be system wide, select a faction when you enter the system.
Just because someone tries to run shouldn't mean the war is magically over for them.
 
Just because someone tries to run shouldn't mean the war is magically over for them.

Unless they have a sort of "Geneva Conference" type thing that specifies when two factions wish to engage in war they do it in 100km (or whatever) spheres at so many locations.

EDIT: OP, same thing happened to me a week ago in Quivira. I have begun to sincerely hate vipers. 80% of the time I shoot at one the Drives get shot out before the power plant or hull. A frustratingly large number of those I need to boost to keep up with. Hate Vipers so much, I'd rather see - literally - any other ship in a Conflict Zone than a Viper.
 
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So is there a max distance from the conflict zone where kills are classed as combat kills or is this a bug?

Systems have the potential to be seamless, so yes, there is absolutely an end to the conflict zone.

They used to be really small (20km radius give or take), but they were made much larger at some point.

This is definately worth ticketing as it's likely something that the devs/community have never considered before.

It's been considered and adjusted, more than once, if memory serves.
 
An interesting question. It should be noted that it's sensible for there to be an outer edge to conflict engagement rules. Had you kept going you might have got him 500km away. Pretty clear he didn't wish to take part any longer :) jumping away has the same effect.

But there should be some indication you're leaving the zone.
 
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