You again fail at understanding that this would make pirates the only profession in the game with zero options to change profession.
If you cannot grasp even this simple logic and why FD will never implement your suggestion to keep criminals as wanted until a time has expired or death it is pointless to debate the issue with you...
Reread my post above on why wanted status clearing will never change to what you want and consider why you feel that pirates along with having the lowest profit in game by far should also have no option to change career when they please.
I'm now starting to see this thread is but another thinly disguised piracy hate discussion and should not bother debating the issue with players that have never even tried to pirate themselves and so know nothing about what they are attempting to discuss.
Try being interdicted every few seconds and then return to tell me how much fun you are having in high security systems...
(okay, I'm done being morally outraged regarding flagrant combat logging - so on to the other issue mentioned in the OP)
Hi SuBSynk.
The gameplay "problems" you're identifying here seem, to me, to be pretty sensible... and not problems at all. Specifically,
A known pirate
shouldn't be able to hang around in a high security system unmolested. The reason it's supposed to be safe (ie. high security) is that lawbreakers
should be hunted down by the authorities. If that doesn't happen, and a pilot intent on committing serial crimes (ie. murder, robbery) can happily fly around there, then the system in question isn't high security at all.
If "High Security" can simply be circumvented, then security is not really high; that supposed security is totally compromised.
That, obviously, is due to the NPCs' method of spotting "criminals" - the WANTED status.
NPCs aren't smart. Their clockwork security mechanism relies solely on spotting ships with a particular flag showing that they have done Bad Things. And that special flag, the one that tells the NPC authorities a player has done Bad Things, can be cleared
by that same player.
The NPCs are the only actual police force. In order to keep a system safe, NPCs only spot and react to ships with that WANTED status. Now if
players were tasked with
keeping a system safe, they'd notice in a heartbeat that CMDR SuBSynk was repeatedly attacking ships with intent to rob them, and they would move to deal with it.
The entire galactic security apparatus can be entirely subverted by a simple "dock and pay" action.
That, by extension, subverts the whole concept of "High Security" being safer, and "Low Security" being riskier.
The reason "Low Security" systems are
supposedly dangerous (ie. have more predators) is presumably because they were
forced to move out of High and Medium Security systems... due to the extra police heat.
The fact that players can currently control the entire NPC law enforcement response means that aggressive predatory players are just as free to hang out in High Security systems.
You're asking,
How can player pirates stay and play in High Security systems if they can't become CLEAN at any time?
To me, anyway, the question itself seems topsy turvy. It shouldn't be up to the criminal to decide if they want the police to leave them alone as they continue to look for victims... under the very noses of those same policemen.
Surely player pirates committing serial crimes should only be able to find respite from the long arm of the law
in places with low security. That's what makes High Security systems safe - criminals either being eliminated or forced out.
I cast my mind back to when I went on kill frenzies in original Elite; I had a FUGITIVE status slapped on me as a result.
FUGITIVE meant I had to
flee from the law. Those passing friendly Vipers that used to slow me down a bit in my trip to the planet? Those were suddenly a threat, as they would attack. I came across them in Corporate States and Democracies, but not so much in Dictatorships... and never in Feudal/Anarchy.
Consequently, I had to plan my trips differently, and hang out in the Feudal/Anarchy systems "for a while", ie. I had to
wait for my FUGITIVE status to downgrade
over time to OFFENDER.
Once I was an OFFENDER, I had to wait for
that status to downgrade
over time, back to CLEAN.
Currently, in Elite Dangerous, if I can dock and I'm not broke, my legal problems disappear with a click. It doesn't matter if that's a late fine for dumping cargo near an outpost, or for mass murder and highway robbery. One click, no mess, no fuss, CLEAN.
And I think we lose something as a consequence.