Okay Dev's: Why do i have to scan a ship for a bounty, whilst the KWS Scan is shared?

This is the Q&A the OP is wrongly quoting:

If you shoot a wanted ship before finishing a scan will the fine disappearonce the scan shows the ship as wanted?
No. When you shoot at a ship before scanning it, you are, in the eyes of the law, committing the crime of 'Assault'. Scan before you bam!

OP, next time don't just 'paraphrase'. Quote exactly and double check your sources.
 
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From my experience in latest CG scan info is mostly shared but it's unreliable. There are definitely situations when my wingmates attack a target (so that it turns purple) but when I select that target I don't have scan info. I can see that my wingmates are not wanted so they definitely had that scan info before attacking.

Whenever a ship attacks a wingmate (and turns red) the scan info is shared. I have never experienced a situations when a wingmate is under attack and I don't see the attacker's status.
 
When wings was new i experienced that i was fighting with a ship the other in my wing did not see, experienced it from the other side too friend fighting invisible ship. Also few times where everybody do not get the data, but that is glitches nit allways. The proper funktion is that the whole wing get the same info.
 
Under most circumstances a KWS scan is not necessary. You can open fire after a normal scan, which is quite fast.

lol, my KWS is significantly faster than a normal scan. KWS finishes in 2 seconds; I've made the mistake several times of attacking after the KWS finished, but before the normal scan had, and then getting a bounty for my trouble. :)

It is the normal scan that determines whether you can attack a target or not. KWS just brings extra money. In fact, is it not the rewards that are shared with the wing rather than the KWS result itself?
 
people with a grasp on any sort of logic have been hating on the scan wanted ships mechanic since before the game was released.

The reasoning Fdev gives as to why it works the way it does is that you need to ask the system authority for permission to open fire on a wanted ship. As of yet, they've never not granted permission on a wanted ship but you still need to ask via the scanning mechanic.

Not asking is exactly the same as shooting a clean ship as far as the System Authority is concerned. You need authorization to take down a wanted ship.


The disconnect between this and how players see the mechanic is in how there's no differentiation between shooting a clean ship and shooting a wanted ship (without scanning). Personally, the system authority knows you are attacking a wanted ship when they issue the bounty on you for attacking it. The bounty comes from the system authority, not the victim ship. They know who is clean and who isn't. There should be a fine for not getting authorization for killing a wanted ship, with the added removal of being able to collect on the bounty for said ship. But there should not be a bounty for shooting/killing a wanted ship.

That i think, would fix the issue. You still need to scan ships to collect the bounty, but you dont become wanted for shooting a ship that is obviously a criminal. And you get a fine for not playing along or messing up. Not a bounty.
 
people with a grasp on any sort of logic have been hating on the scan wanted ships mechanic since before the game was released.

The reasoning Fdev gives as to why it works the way it does is that you need to ask the system authority for permission to open fire on a wanted ship. As of yet, they've never not granted permission on a wanted ship but you still need to ask via the scanning mechanic.

Not asking is exactly the same as shooting a clean ship as far as the System Authority is concerned. You need authorization to take down a wanted ship.


The disconnect between this and how players see the mechanic is in how there's no differentiation between shooting a clean ship and shooting a wanted ship (without scanning). Personally, the system authority knows you are attacking a wanted ship when they issue the bounty on you for attacking it. The bounty comes from the system authority, not the victim ship. They know who is clean and who isn't. There should be a fine for not getting authorization for killing a wanted ship, with the added removal of being able to collect on the bounty for said ship. But there should not be a bounty for shooting/killing a wanted ship.

That i think, would fix the issue. You still need to scan ships to collect the bounty, but you dont become wanted for shooting a ship that is obviously a criminal. And you get a fine for not playing along or messing up. Not a bounty.

I like that. And a good added layer of communication would be if the fine said something like "firing on ship without authorization" rather than the plain old "assault" that goes with firing on clean ships.
 
The reasoning Fdev gives as to why it works the way it does is that you need to ask the system authority for permission to open fire on a wanted ship. As of yet, they've never not granted permission on a wanted ship but you still need to ask via the scanning mechanic.

It's not that you're asking permission. It's that without querying the local database, you don't know the target is wanted. You might guess it is wanted because others are attacking it, but surely that's not good enough to give you the right to end their life.
As far as the authorities are concerned, if you open fire without first scanning you are effectively saying you are fine with potentially killing innocents, and that's probably a priviledge the local authorities reserve exclusively for themselves.
 
Agreed. This comes to the point where a ship is shown red to me but I still have to wait for the scan to be allowed to legally open fire.
 
This mechanism is just there to add another step to a process, it's the MO of the game.

The KWS scan should occur concurrently to the "wanted" scan without having to press any more buttons or have an added module to the game. Don't they have high tech and progress in the future?;)

I quit using the KWS over a year ago, speeds up the game, which is what FD doesn't want to happen. I make up in quantity for the loss in quality.

If players need to use it, personal choice.
 
Wait what...

Back when I last played, one wing member could passive scan and the result was shared across the wing.

Is this now changing?
 
This mechanism is just there to add another step to a process, it's the MO of the game.

The KWS scan should occur concurrently to the "wanted" scan without having to press any more buttons or have an added module to the game. Don't they have high tech and progress in the future?;)

I quit using the KWS over a year ago, speeds up the game, which is what FD doesn't want to happen. I make up in quantity for the loss in quality.

If players need to use it, personal choice.

I just bind the KWS to the same button as my weapons, and do the scan *while* I am shooting at my target. Scan usually completes before they blow up. No time lost.
 
Yea I think so. It's to make the process into an active challenge rather than a passive one. From a lore perspective I'd always imagined that the regular scan is you're receiving an always-on self-identification transmission *from* the ship, whereas a KWS is scanning everything on the ship ("hacking" it in a sense,) in order to 100% verify and record that this ship really is this particular ship.

Which is fine, but then, I'd like to see fire groups reserved for things that fire. If they must limit discrete bindings for scanners, give us scan groups as well.

ie - Why do I need to deploy my hard points to use my scanners which are... Erm... Mounted to utility slots?

Z...
 
I just bind the KWS to the same button as my weapons, and do the scan *while* I am shooting at my target. Scan usually completes before they blow up. No time lost.


I used to do that, but the KWS, if I remember correctly, is quite power hungry. Also, I have better use of the slot it would occupy, use a shield booster instead. Makes a big difference in shield strength.
 
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