I've been thinking about the state of bounties in the game, for pirating in general and for bounty hunters looking to actually be able to "do their thing" and I had a thought about a way that would make this more interesting.
I would propose something along the lines of a "time-impacted bounty pay-off scheme".
What this means is that players would only be able to pay off a set amount of their bounty per hour.
Say, for example, 1,000 credits per hour.
This means that when you get that ever-so-annoying mini-bounty for accidentally shooting up a civilian in the heat of battle, you can still pay it off straight away since it will only be around 200 or so.
But usually murdering someone nets you in the region of maybe 10k, so you would need to pay it off over the next x-amount of hours, giving a temporary but more severe punishment for "Crimes Against Humanity", etc. Of course, this still allows the pirate to run to another system / faction area for safety if they want that option, but would help prevent players from "camping out" in certain systems and paying off their bounties immediately every time they murder someone.
This also means that if you choose to stick around the region for that time (since bounties are mostly region-based), you run the risk of a BH finding you and getting a chance to actually "do their job", assuming they survive in the process, of course.
While this isn't a "fix-all" solution to many of the problems people have posted, I think it would be at least a step in the right direction to fixing the problem that bounties are so easy currently to get rid of and would make pirates think twice about attacking civilians - there is much more risk / reward.
This would therefore not prevent pirating as a career-choice and would in fact give it more of a lucrative status for players who want to prove themselves.
I would propose something along the lines of a "time-impacted bounty pay-off scheme".
What this means is that players would only be able to pay off a set amount of their bounty per hour.
Say, for example, 1,000 credits per hour.
This means that when you get that ever-so-annoying mini-bounty for accidentally shooting up a civilian in the heat of battle, you can still pay it off straight away since it will only be around 200 or so.
But usually murdering someone nets you in the region of maybe 10k, so you would need to pay it off over the next x-amount of hours, giving a temporary but more severe punishment for "Crimes Against Humanity", etc. Of course, this still allows the pirate to run to another system / faction area for safety if they want that option, but would help prevent players from "camping out" in certain systems and paying off their bounties immediately every time they murder someone.
This also means that if you choose to stick around the region for that time (since bounties are mostly region-based), you run the risk of a BH finding you and getting a chance to actually "do their job", assuming they survive in the process, of course.
While this isn't a "fix-all" solution to many of the problems people have posted, I think it would be at least a step in the right direction to fixing the problem that bounties are so easy currently to get rid of and would make pirates think twice about attacking civilians - there is much more risk / reward.
This would therefore not prevent pirating as a career-choice and would in fact give it more of a lucrative status for players who want to prove themselves.