Foreword:
Suggestions:
This 'proposal', or list of suggestions aims to make the galaxy more dangerous for criminals, in order to add weight to criminal actions, increase the impression of galactic 'topography' (galaxy having more diversity between government, controlling factions & superpowers, etc), and add challenge to those with high bounties - so that managing your bounty becomes more important. Here are the areas I would like to cover:
- Bounties of any magnitude cause little trouble to criminals, with little response from system authorities, bounty hunters, or the navies. This is very obvious when you leave the system where the crime was committed.
- Follow-on to the above - bounties do not accumulate much at all until you receive notoriety, at which point they skyrocket.
- Criminal acts seem to have a very small effect on reputation. It's easy to commit several murders (say, during a mission, e.g no notoriety gain), and have the faction at the receiving end of the stick pay little attention to you have, often not even becoming unfriendly.
I've began this thread right after writing this thread, to add some spice to crime and balance out an activity that might be too easy.
Suggestions:
First, I would change how standard bounties (excluding notoriety effects, for the sake of the argument) accumulate. My hypothetical formula would be:
Ship default bounty * crime multiplier = bounty received; for example, if you're flying a Sidewinder and commit assault (numbers are somewhat arbitrary to demonstrate the point):
500 * 1 = 500 Cr bounty; If you commit murder:
500 * 10 = 5,000 Cr bounty.
This takes into account the ship you used to commit a crime, and thus the threat the government perceives you to be. This ship default bounty could either be a per-ship value, or for the sake of simplicity, could be based the price range of the ship in it's default configuration, to it's order of magnitude. For example:
Ship Base Price | Ship Default Bounty |
0 - 99,999 Cr | 500 |
100,000 - 999,999 Cr | 2,000 |
1,000,000 - 9,999,999 Cr | 4,000 |
10,000,000 - 99,999,999 Cr | 8,000 |
100,000,000 - 999,999,999 Cr | 16,000 |
Next, I would set triggers at different bounty values both globally, and in different jurisdictions. If, in any jurisdiction, your bounty rises to certain milestones, bounty hunters should periodically attack you; their equipment - the ship their in, the guns they have, and any engineering they've done - should be scaled based on the bounty. For example, with a 10,000 Cr bounty, you might expect Eagles, or maybe a pair of Eagles to attack you. At 20,000 Cr, this might be Vipers; At 50,000, Vultures. At 100,000 Cr, Fer-de-Lances, or Mambas. Additionally, at higher bounty levels, you may expect any crime to generate much higher reputation hits, you might expect more attention from the police, and with very, very high bounties, you could get attacked by the navy! For balance's sake, global bounties should have different 'milestones', requiring a higher global bounty total to achieve, to encourage players to spread out their crimes over many jurisdictions. Here's a table of hypothetical values considering these suggestions.
Bounty Value | Bounty Hunters (Per Jurisdiction)** | System Authorities (Per Jurisdiction) | Effect on Negative Reputation Effects (Per Jurisdiction)*** | Bounty Hunters (Globally)** | System Authorities (Globally) |
0 Cr | No Bounty Hunters | - | - | No Bounty Hunters | - |
5,000 Cr | Sidewinders | - | - | - | - |
10,000 Cr | Eagles; pairs of Sidewinders | - | - | - | - |
20,000 Cr | Vipers; wings of above. | Interdiction, scans more common | 1.5x Rep Loss for Criminal Acts | - | - |
50,000 Cr | Vultures; wings of above. | Authority ships hostile on sight | 2.0x Rep Loss for Criminal Acts | Eagles, Sidewinders | - |
100,000 Cr | Fer-de-Lances, Mambas; wings of above. | - | - | - | - |
200,000 Cr | Anacondas; wings of above | Pirate-hunter task force event spawns | 5.0x Rep Loss for Criminal Acts | Vipers; wings of above | - |
500,000 Cr | Wings of all Above. | - | - | - | - |
1,000,000 Cr | - | Naval interdiction; ships hostile on sight. | 10.0x Rep Loss for Criminal Acts | Vultures; wings of above | - |
2,000,000 Cr | - | Advanced Tactical Response to all crime | - | - | Interdiction, scans more common |
5,000,000 Cr | - | - | - | Fer-de-Lances; wings of above | - |
** or equivalent.
*** another change - higher base rep loss for murder.
Additionally, in order to add more consequence to crime within Independent space, I would add a 'neutral systems' reputation. This might be difficult to implement, but essentially it could be a hidden value that tracks your recent actions across independent space, and includes some of the above table's effects, such as higher rep loss, or increase the prevalence of bounty hunters when in independent, non-anarchy systems. This would hopefully add both more consequences to random killing sprees in independent space, and make privateering more appealing. That is, operating out of Federal space and attacking Imperial space, or vice versa.
I would like also like to speak about smuggling in depth, as the changes I'd like overlap into Crime & Punishment... but if I do write that, I'll like it here.
Thanks for reading!
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