The Bounty Hunting & Bounties tips, and general discussion thread

On a side-note killing ANY wanted ship will reduce your rep with that faction but at present you don't get any positive rep with the faction that issued the bounty either so avoid killing ships of any factions you want to get friendly with.

While you do lose rep with the faction you shoot still, they fixed not getting rep from the issuing faction in version 1.01. Same goes for conflict zones. The only problem is there is a UI bug that doesn't SHOW you getting reputation but you ARE getting it.

EDIT: found the quote I was looking for.

The reputation was fixed in 1.01 so that you receive reputation when you cash in your bounties. However the GUI has a bug so this isn't shown.

Michael
 
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I accidently shoot someone that was clean in some USS. I have a bounty on my head. Ok i get it. No i get into some other USS. There are clean ships. THEY start to attack me. OK i get it, i got bounty on me. But when i shoot back in self defence i get more bounty on my head. So i basically can not defend myself. WHY?

Aside of that, if i'm clean why wanted NPC's bounty does not increase when they are shooting back at me in self defence?

You have a BOUNTY, that's the end of it; you are now fair game for NPCs, and PvP within that jurisdiction. The governments do not care if it's for 100 or 1-million credits, any BOUNTY permits anyone to destroy you on-sight with impunity. As a destroy on-sight order has been issued, any attempt to resist will result in more bountys. They cannot be lenient in this unless you want to allow the psychopaths (i.e. griefers) to minge their way through lawful loopholes.

NOTE: Bountys are controlling faction specific. So if you have a BOUNTY in Federation space, that does not immediately make it OK for you to be attacked in another jurisdiction, like the Empire (without due cause). You can be attacked with impunity if you are WANTED in that jurisdiction, or if you have been scanned with a K-Warrant Scanner and found to have a BOUNTY.
 
@AndyB: Ok, but i don't know any country where you are getting higher penalty for obstructing citizens arrest. I understand way you are trying to justify this, but i don't think there's logic in this gameplay design. I mean, shooting cops = fine/bounty. But bounty hunters should be something completely different. I mean, if you're criminal, and some other, not law enforcement, random dude starts shooting at you, you have the right to self-defence, no matter what crime you committed. It's simply fair, and that's how law works in any country i know.

mall cops and store security are not cops but if you punched one in the face when they tried to detain you for shoplifting it would still be assault.
 
Quick question about pirate bounties.

I was sent to Frigaha to kill 5 pirates for LHS 3447. As it turns out, every wanted NPC ship I'm scanning thus far is in Supercruise. Do I need an FSD interdictor to complete these missions?

Edit: Trying to ram them to death with my own ship in Supercruise isn't working very well.
 
No, you will also find pirates in asteroid cluster locations, nav beacons, and unidentified signal sources. Although, an FSD Interdictor does make your job a lot easier.
 

Sargon

Banned
Remember this premise: Being wanted doesn't make you a pirate. In ED pirates generally belong to pirate clans.

GL.
 
Youre right, but if he punched me in the face just because i was passing by, he would get fined/arested. And I would have every right to defend myself, even if I done some break and entry in another town, the other night.
 
If you treat it like a game then priority #1 should really be fun.

In which case, taking the rest of you comment about making death matter and risk and reward, I still think the better mechanic would be:

1) make easier fights pay less and maybe make fights harder
2) get rid of the incentive to do boring journeys to the bank.

What do you want when bounty hunting: fun from a challenging fight with a proportionate reward
What do you not what when bounty hunting: a forced interruption to go to the bank.

...

But if that attitude it sounds like you want to remove having to visit stations entirely. Might as well remove Fuel because it requires a boring journeys back to space dock to refuel.

I don't see any logical reason why claiming a bounty should be any easier than trying to get some valuable cargo back to dock. We have to park are ship to get new missions, outfitting, refueling, etc. The choice whether to head back early because you don't want to lose a fat bounty you collected is your choice. That risk management is what makes it a game. It makes it a thrill. Removing that risk and just scaling down bounties in general sounds really boring.

- acceleration / deceleration - scaled back way too much.. I do believe that 3-5 times faster acceleration and deceleration would not hurt at all, were it up to me, I would check 10x first and go from there. 1000Ls trips are quite common and even those take up to 5 minutes to do.. 5 minutes of effectively not playing the game. Thats just not okay.[/quoted]
I think this is apart of the problem and would help. The scale of space travel needs to be balanced with how boring it is. I agree That acceleration and deceleration needs to be tweaked a bit. But we have to be careful how far we go. If we go too fast through super cruise, it will make it harder to find targets to interdict for Cargo or Bounties.
 
Great ideas. I think the part about getting information without docks would be a good addition for a lot of play styles. Although I am not sure the information should be old... if you get information that traveling at the speed of light, and you travel faster than the light it traveled on, you should get there before the event happened.

For instance, you would get information about a crime that happened 10 minutes ago, but you arrive in 5 minutes... well if light takes 10 minutes to travel the distance, then the crime should not even be reported for 5 more minutes. Of course it would be cool to add this into the story, (arrive before crime happens, save the victim and destroy your target), but messing with causality is probably best left to single player experiences.
 
Voucher and kill cam footage go down with the ship.

Elite's universe has no FTL communication, so it's no surprise that such data needs to be carried on physical media.
 
Really, that's all it takes to demotivate you? Are you dying so much you can't be troubled to go back to a station after racking up some kills?

What can I say...I got killed twice yesterday by CMDRs in nice cobras (I'm flying an eagle and not making much money off it -not that much time to play so no upgrade in sight in any short term). Both times lost around ~30k in bounties and ~10k for a new ship. At the moment I think I have around 200k in the bank, so you can imagine that for me it was a bit of a set back. Now that's fine, I don't mind losing as such (keeps you on your tows), but the result was that I played more cautiously after that, hauling every 10-20k back to base. Got bored real fast...and so yes, today I don't feel much for picking up the game with the prospect of flying back and forth majority of the time.

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You lose the vouchers because you are dead. hahahaha great thread

Except you're not, because for some reason you still get to keep the money you had in the bank.

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Voucher and kill cam footage go down with the ship.

Elite's universe has no FTL communication, so it's no surprise that such data needs to be carried on physical media.

Then how does the KW scanner work?
 
+1 to this (as well as the on screen bounty value). As it is you waste 80% of your time wandering around aimlessly either looking for a decently high value bounty or hunting down USS' to find an assassination target.

The remote criminal activity is useful too - it would allow you to know where the hotspots are in a given system, meaning that even without a specific mission target you can quickly locate valuable targets. It would also add a nice touch to PvP bounty hunters (not that I am one) by letting you lay low by not performing any criminal activities if you know someone's after you...
 
Great ideas. I think the part about getting information without docks would be a good addition for a lot of play styles. Although I am not sure the information should be old... if you get information that traveling at the speed of light, and you travel faster than the light it traveled on, you should get there before the event happened.

For instance, you would get information about a crime that happened 10 minutes ago, but you arrive in 5 minutes... well if light takes 10 minutes to travel the distance, then the crime should not even be reported for 5 more minutes. Of course it would be cool to add this into the story, (arrive before crime happens, save the victim and destroy your target), but messing with causality is probably best left to single player experiences.

This isn't quite right.

A frameshift drive doesn't ACTUALLY let you go faster than the speed of light. It's based on a theoretical drive where you can distort space. Instead of going FASTER, you just shrink the distance that you need to travel by distorting space. It's based on an Alcubierre Drive (I cant link to the wikipedia page, unfortunately, since this is only my second post, and the system wont let me. Feel free to google it).

Even if you shrink that distance that it took light to travel 10 minutes from into a single meter, you're not going back in time by travelling that one meter. You will arrive at the signal source AT LEAST 10 minutes after the signal was sent.

Edit: It actually does look like time travel paradoxes may be possible with this method, though not necessarily the ability for a piece of matter or information to leave a location and arrive at the same location before it left. Also, the ship in the frameshift drive doesn't actually move over the distorted space, like I said it would. Instead, it moves the spacetime around the ship. So the ship is actually stationary and experiences no Gs. You are *shifting* the spacetime *frame* around the ship.
 
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Good suggestions. Hopes are FD expands on this. Persistent NPC criminals until stopped is super. To see news coming in about that same dude who is racking up higher and higher bounty gives you that hunter feeling coming on "i gotta stop this guy!". And to get the news to the ship is great as well. Especially for hunters since we need to be on our feet chasing these criminals. It would give a completely different flow for hunters and you would really feel like one going closer to a station, target it, wait for the news to be downloaded, check it and see any reports of criminals in the area and then turn around, full thrusters towards last spotted place of the criminal and the hunt is on. Superb. Just superb.
 
Bounty To Collect, But No Idea Where?

I have 20k in bounties in "Independent Bridge" and there's no system by that name from what I can tell via search. Anyone know how to find out where I need to go?
 
Same for killing pirates Zentrierer. Missions are pretty wonky right now, even if people think otherwise because they played months of early access and are used to bad mission design. Best bet is farming anarchy system USS's, and I can't speak about bounty hunter kills yet. Slowly but surely I will learn the bizarre, unintuitive, idiosyncrasies of this game.
 
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