"Suspicion" - The missing secret sauce for NPC behavior with depth and simple implementation method!

"Suspicion" - The missing secret sauce for NPC behavior with depth and simple implementation method!

This is what initiated the idea:

So I'm running missions for my faction and I get interdicted by a Vulture. I'm clean, at least in the system I'm currently in. The vulture is a bounty hunter and he is after a bounty my own faction put on my head for a contract they hired me to complete. I need to pay closer attention to the legality of my assassination targets. The bounty hunter doesn't care that I'm clean in our current location. He interdicts me, I submit and he attacks. It's on. I engage him. It takes me long enough to destroy his ship that the system authorities arrive and pitch in, not that they did any good.​

Once his ship explodes the authorities chime in on local communications advising me "Crime seen cordon initialized, all ships must submit to police scan." Now normally I wouldn't care but right now I happen to be carrying 20 tonnes of illegal salvage that I need to turn in. I low wake without submitting to the scan and travel to my destination without incident. This is when it hits me. I just left the scene of crime without being verified by the police forces that I actually am an innocent. If I fled the scene of a crime (even as a victim) like this in real life police would pursue me and be highly suspicious of my behavior.​

The idea itself:

I would like have "Suspicion" added to the game as an NPC behavior. The idea here being that any time you do something that law enforcement may find suspicious (like fleeing a crime scene without submitting to police scan as one example) the faction that was attempting to perform law enforcement becomes suspicious of you. The result of this is that the chance of law enforcement tracking you down and trying to scan you goes up as a result. The more suspicious your actions are in a factions controlled space the higher the chances they will seek you out, interdict you and do a "traffic stop" to ensure you are a law abiding citizen.

If system authorities stop you and you aren't wanted, don't have a Pilots Federation Bounty, don't have a dormant bounty, aren't carrying illicit cargo or breaking other laws the stop is considered complete and the faction that stopped you resets your suspicion with them to 0.​

How I would implement "Suspicion" as a feature:


  • I would add a column/data point to the players minor faction reputation that would store the value for how suspicious that faction is of the player.
  • I would also add a column that dictates the last time suspicion was adjusted for that player with the faction.
  • On H-Jump (similar to the existing bounty system) any suspicion of the player would be calculated for all factions currently suspicious of them. When this calculation is performed any suspicion past a certain time threshold would be removed. The result would be that normal chances of law enforcement encounters would take place once suspicion is removed.
    • Depth could be added to this calculation by having the time threshold for how long a faction remains suspicious of you increase based on how suspicious the faction has become.
    • The time limits on how long suspicion lasts should be balanced around the intent of creating short to mid term recognition of the players activity within a factions territory.
    • Suspicion should never reset on death, logout or instance change and instead be based on real time to prevent exploitative removal of the effect.
  • Whenever a player enters an instance (cruise, normal space or planetary) the faction that controls the instance is checked and the suspicion level is used to appropriately increase the chance that law enforcement present in the instance will attempt to interact with the player.
  • If a player submits to law enforcement scrutiny and is found to be clean and not breaking any laws that factions suspicion of the player is reset to 0. Alternatively you could keep the suspicion and have the value lower by a set amount or percentage each time the player is found to be clean in the eyes of that faction. This alternative could allow for more long-term use of the suspicion mechanic which would primarily impact players that are very active in specific areas.
  • If a factions suspicion of you reaches a certain point and the faction is part of a super power (Federation, Empire or Alliance) the chances of encountering scrutiny by law enforcement in territories controlled by other factions aligned to the same super power could also increase.
  • Certain actions that increase a factions suspicion of the player should also cause the NPC that became suspicious of the player to chase them (such as my scenario of fleeing a crime scene). Possibly even issuing you fines for fleeing in the first place if you do choose to cooperate.
  • I would also implement "negative" suspicion values as well. The effect here would be that consistently cooperating with system authority would provide you a bonus that would reduce the chances of law enforcement would scrutinize you. This would create incentive cooperating with system authorities. Especially in places you happen to be heavily active. This would work in the same way as your local neighborhood police officers being able to recognize your vehicle and leaving you alone when you drive home at 3:00 AM every night.
  • If a faction is suspicious of you any reputation losses with that faction will be increased while you are under suspicion. The effect would amplify based on the level of suspicion. To counter act this if "negative suspicion" is implemented, increases to your reputation with that faction are amplified, further adding incentive cooperating with law enforcement in areas where you are working on increasing your standing.
  • Suspicion could be made to carry over to wanted states and dictate how aggressively system authorities hunt players who commit crimes.

Examples of actions that could increase "Suspicion":


  • Fleeing from the scene of a crime after all combat has ceased and the police have announced they want to scan all parties involved.
  • Taking an action that prevents a system authority NPC from completing or initiating a scan they have started, or messaged you saying they are going to perform. (Silent running/heat sinks, chaff, waking etc). An exception should be in place if they start or announce this after you are already charging your FSD as it would be unfair to raise suspicion if the player is already in the act of leaving.
  • Evading a system authority interdiction.
  • Being interdicted by a system authority, attempting to escape and failing.
  • Fleeing the instance post system authority interdiction (both for failure and submission).
These are just some possible examples and are just things I personally would like to see implemented.​

What I feel the over all effect a "Suspicion" mechanic implemented in this way would add:

First and foremost it would make law enforcement feel a bit more real and less like its limited to "ON" and "OFF". Right now existing law enforcement feels very binary and stale. These changes would make it feel a lot more in depth and reward players with increased benefits for being law abiding citizens and increased difficulty as they performing.

The area I'm most excited about this type of mechanic for myself is smuggling. Right now I can do any number of activities that a real life police officer would find suspicious while carrying illegal cargo and it has absolutely no effect on the authorities desire to scrutinize my behavior and ensure I am abiding by their laws. When you directly contrast this behavior to the fact that laws in the proximity of a station are enforced at a dystopian level, "Loitering is a crime, punishable by death!" it makes very little sense. As a result there is no increase in risk based on behavior when I'm already committing a crime in the factions jurisdiction.

When it comes to intentionally working the background simulation this would create a huge amount of depth for players like myself that BGS activity makes up 80%+ of our game time. It would make the factions feel more alive and responsive to the player.

In terms of PvP, if you carry suspicion over while the player is wanted this could directly influence the severity of how hard the factions law enforcement hunts the player while in their territory. This would provide a direct benefit to decreasing the likelihood of players wanting to consistently commit crimes against other players in the same area while not outright preventing it.

For a very simple to implement mechanic I believe this would add an enormous amount of greatly needed depth.​

If you like this idea please rep this post and reply. I especially encourage the addition of ideas that could possible affect the level of suspicion a faction has with the player or other possible conditions that could be applied to it.

Thank you for reading!
 
There is already an element of suspicion in game.

The higher your rep, the less likely you are to get scanned when docking. I think you get scanned less by the cops in RES as well. And, maybe, you are less likely to get pulled over in SC by the cops when there is a conflcit going on.
 
There is already an element of suspicion in game.

The higher your rep, the less likely you are to get scanned when docking. I think you get scanned less by the cops in RES as well. And, maybe, you are less likely to get pulled over in SC by the cops when there is a conflcit going on.

This :)
In systems where i'm unfriendly, i get more often interdicted and scanned. In systems where i'm allied, i get barely scanned at stations and never interdicted. Hell i can even pirate other ships in front of security without them responding [haha] (but i loose rep in that moment)

So a small system of suspicion is already applied on the base how well we are known to the factions.
 
This is what initiated the idea:


Thank you for reading!


I like your idea , dont mind those CR/Hr guys above let you down... They are just low life PvE players who just want to farm money.

anything that makes the NPC cops more dangerous and real should be added to the game. Right now they are a joke... like most PvE players...


I find it funny when people say something good and that makes sense someone comes "but this is already in game" and then talks about a very ridiculous reputation status that dont actually makes any sense to the idea at hand.

As Well as many good ideas there's 0 chance Fdev would implement in game , because these people above are the main part of the game, and everyone else that want more convoluted game-play is just a minority ( at least this is how they think it is...) so we will only get a swallow C&P that will or not(mostly not) be used to combat "griefing" in game. Anyway... maybe talking here might have an influence on the "Other guy" game since it's been known to me that RSI is actively looking into ED flaws and correcting their in his game. maybe is 10 years to go... but at least they dont have to deal with these guys above :)

BTW I'm a pirate and i'm in the wrong side of the law... I find ridiculous that i can fly around the super cruise around so many cops and they mostly never do anything to me while i kill and pillage Traders NPCs and CMDRs "Trader NPCs" while they just watch... they dont even scan people on supercruise...
 
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But they didn't scan you, so they don't know who to apply this suspicion to ;)

The Most basic Scan still there. they only KWS you. if you are a silent runner id understand but a fully resolved target you can get the name.

There is already an element of suspicion in game.

The higher your rep, the less likely you are to get scanned when docking. I think you get scanned less by the cops in RES as well. And, maybe, you are less likely to get pulled over in SC by the cops when there is a conflcit going on.

Yeah , sure, lets compare a Illegal act suspicion to a reputation system... makes a whole lot of sense... but coming from you I find it normal.
 
This :)
In systems where i'm unfriendly, i get more often interdicted and scanned. In systems where i'm allied, i get barely scanned at stations and never interdicted. Hell i can even pirate other ships in front of security without them responding [haha] (but i loose rep in that moment)

So a small system of suspicion is already applied on the base how well we are known to the factions.

Unfriendly is diferent from suspect.

You can get unfriendly and not be wanted.

Those are 2 totally different things.

While the end action is close to the same , the initial action is not. and that's a whole different thing. you dont get a bad rep for interdicting and pillaging a CMDR while cops arrive and you flee. there's 0 rep lost in this scenario , while on a suspect idea from the guy you would become a suspect of piracy and assault. ( + wanted , but wanted means nothing right now)
 
Hello, Mr Cross. :)

+1. I can only agree. There's a certain degree of contiguity missing with the current implementation. Scan- and interdiction-evasion seem like the beginnings of a feature that no-one's written yet. So long as it doesn't go too far overboard, it would be good to see a bit more life in authority and military NPCs, here.

I'm not so massively fussed about normal evasions (overstretched locals + billions of NPCs = nobody cares - that's odd, but it does sort-of make sense), but it is definitely very weird that I can evade the military in war-torn systems - where the authorities should be in a state of high alert and total paranoia - and nothing else happens at all.

There should be some reaction from the game other than me continuing on to travel entirely unmolested to my destination. :)


PS: a TL;DR might be helpful, old chap. :)
 
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