Stop Giving Bounties for stealth takedowns

they stopped giving it for stealing goods please stop giving bounties for stealth take downs it breaks the whole point of ghosting a mission. Its made even worse by the fact interstellar factors for ground ops is broken. Either remove stealth ops and covert ops from the game or ya know allow stealth in your game.
 
Just got myself one. I was like 2 km away still in a ship and already got a bounty for trespassing. The mission did not even say "illegal". This kinda ruins it. Not so much for the bounty but for the fact the settlement is already alerted and opens fire. That is the opposite of stealthing.

Or did I miss some important changes/instructions?

Since I picked up on Odyssey yesterday I've spent more time going and leaving prison ships than on missions...
 
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Objection. This would make it easier for gankers to ruin a fellow CMDR's day scot-free.
He's talking about assassination mission targets. Silently killing non mission targets should still get a bounty.

But when has bounty ever deter gankers from doing their thing anyway?
 
He's talking about assassination mission targets. Silently killing non mission targets should still get a bounty.

But when has bounty ever deter gankers from doing their thing anyway?
Dying on foot is penalized harsher than dying ship- or srvboard. Also, killing in the vicinity of a settlement quickly draws aggro.

Also, ED has the principle that the C+P system does not treat CMDRs and NPCs differently.

An easy workaround would be to make settlements with such missions excluded from system authority broadcast (same as in some shipboard assassination missions) or make it possible to disable it by hacking settlement systems or cutting it's power.

An even better way would be to add a among us-esque minigame once a murder is discovered (NPCs would not be aware of the murder beforehand). But that would be difficult to implement.
 
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If you think gankers give even a molecule of a rat's buttock about bounties you're way off, my friend.
Yeah in beta if I was gonna blow up a bunch of people I was not worried about money also you have to turn off report crimes against you anyhow if your in a group because Fdev thinks if you graze your buddy by accident you want the death penalty for them. Again this is a strictly npc proposal.
 
I agree, you do a hidden murder with a shocker, but you still get a reward, what's the point then in all this, I want to quietly circle the base, but in an unknown way, the items are marked as stolen.
there is a saying - not caught, not a thief
 
Honestly, at the very least, the bounties shouldn't become live until after you leave the settlement or the alarms go off. If the guard standing literally on the other side of the wall is none the wiser when I silently zap some technician to death so he won't get between me and the alarm controls, the guard's profile scanner shouldn't have knowledge of the incident either.

I guess I'm sorta okay with the assumption that the crime is discovered at some point after you leave and surveillance footage places you at the scene, therefore you still get a bounty for it sooner or later (ie. when you flip the instance) but guards shouldn't be able to discover your current crimes simply by scanning if nobody has found a body yet and lived to tell the tale.

I'd prefer if leaving the settlement without your crimes being discovered or traced to you (no alarms, no witnesses, no hostile personnel) lead to those bounties not sticking.
 
they stopped giving it for stealing goods please stop giving bounties for stealth take downs it breaks the whole point of ghosting a mission. Its made even worse by the fact interstellar factors for ground ops is broken. Either remove stealth ops and covert ops from the game or ya know allow stealth in your game.
agreed. stealth-bounty should stay inactive until the alarm goes off or you are discovered.
also: interstellar factors seems to work now. atelast it did for me yesterday.
 
I think the most egregious is when I get a takedown/assassination mission that has the "target fleeing" wrinkle.

When this happens, instead of being at a settlement, the target is found at a crash site on some random body in the system. Literally nothing and nobody for miles around apart from a crashed eagle and a couple of crates. One guy standing alone in the wilderness. And yet, somehow, whether I use my ship to just carpet bomb the general vicinity of the crash site or whether I actually get out of the ship and put a bullet in his dome personally, the MAGICAL ALL-SEEING-EYE knows who did it.

Whether it's an assassination or takedown doesn't matter as even the criminal takedown targets seem to always be locally clean.
 
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