The Bounty Hunting & Bounties tips, and general discussion thread

Your sad story is the stuff of legends, have some rep.

Unrelated, I find the profitable bit of hunting pirate lords for missions is the bounty, not the mission. I hope you used a kws to get the most out of that kill, but you should be wealthed up otherwise. And absolutely see if there's a ship for sale that can make the jump...hauler is a good bet.
 
Yes, unfortunately that was the best option. I sold the Asp and jumped. All in all I lost 3-4x what I earned in the bounty & mission. However, the experience was exciting and I learned a few more invaluable ED lessons.
 
I think you can buy a donor ship.
If you can store you current ship, buy a new one at the station you are at, the new ship needs to come default with a big enough FSD to begin with, then sell this drive and switch back to your original one and you should see the just sold FSD in the outiftting.

This would also work with if you had to buy a sidewider and jump to another system, buy the bigger ship there and fly back sell the FSD and so on.
 
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Bounties in the transaction tab

Hi All

Quick question.

I have a number of small unclaimed bounties from systems I'm very unlikely to revisit, is there any way to remove these from the transaction list?

Many thanks for any help

Regards
G
 
Thank you much for all the answers!


1) No, only the security service ships will open fire, and that's when they've successfully scanned you and have determined that you're wanted in the system.

Only time they'll auto open fire is if your relation to them is "Hostile"

2) Not certain sadly, if you feel you haven't overlooked anything like for instance the anaconda was never wanted and you just thought he was. Then it could very well be a bug or glitch you've ran into.
Thanks for the further details.

As for the Conda really being wanted and not just me 'spacing out':

- Just from my small beam turrets hitting another Conda once in a 'friendly fire' incident as it flew in between me and my target, I instantly had the entire (previously green) fed force turn red and open fire on me.

- In this case, the entire fed force stayed green until the very end when the Conda blew up. Even after that, it took a moment before the first one switched and started opening fire. Not wanting any more bounties on my head, I jumped out.

- I've reliably avoided shooting anything not having the red, easy to distinguish "wanted" writing. I normally even check the faction of wanted ships to see if I want / need to shoot them or not. In this case, I had already determined that there were just two groups: the feds and a single, large group of pirates, so I only checked the wanted tag.

- further, all fed ships started out green - the Conda with the bounty also wasn't green it was the orange you get with neutral targets, same as the pirates.


Yes, if I had read that it was a fed security ship, I *might* have decided not to shoot it down, but 'wanted' should still be wanted and a) yield a bounty prize for me, b) not cause me to get a bounty on my head, c) cause me a standing loss for shooting a fed ship like you have with the pirate factions who's ships you kill, but nothing more.

If this is not correct, I am not understanding some part of the game mechanic.
If this is correct, it must be a bug.
 
BuyBuyBuyBuy a sidey (storing your main ship), launch, crash into the station walls to die, rebuy sidey, swap back to main ship, sell sidey. Costs about 10k. Bit silly though!
 
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I have docked at a station that I have 10k+ bounty several times now (in an Anaconda). This station is in the system I do most of my pirate hunting for my chosen faction in another system next door.

Sometimes I have got in unscanned.
Sometimes I have been scanned but it didn't finish before I entered the station.
Sometimes I have been scanned and the auth ships started shooting but then I entered the station and they stopped.
Once I was scanned and panicked and entered the station without permission (which broke the scan) - I then exited, waited outside to be allowed to dock (nervously), was not scanned again and then docked.

I have on occasion (in an Anaconda, FurryLance and recently a Vulture, boosted in to docking and dropped a heat sink (or two), which so far seems to be enough to stop myself from being scanned or at least delays it long enough to get inside the station before it completes.

Word of warning though. Don't get scanned trying to enter a fed station (where you are wanted or not) with 420tonnes of Imperial Slaves, the 1.8mil fine is hard to swallow - especially if you then sell the cargo at a loss rather than get fined again on the way out. :(
 
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My Idea for Bounty Hunting and K-Warrant Scans

My biggest grip about bounty hunting is cashing in all of the bounties. My transaction screen was full of bounty vouchers because I did not feel like jumping hundreds of light years away to cash them in.

It's the 34th century don't these people believe in wire transfers...e-mail???!! This sparked an idea.

I believe it would be cool if we could just cash in bounties at the nearest station. The Empire, Alliance, and Federation are not at war... they still participate in commerce so why not?

My actual idea would be that when we go for a bounty we have the option to CAPTURE or KILL the target. Killing the target would net you less credits while capturing and extradicting the criminal back to the system he/she is wanted in will grant you more credits and reputation with the government you turn them into.

The NPC would eject and we could scoop them up like cargo or elect to execute them while they are floating in space. The kill warrant scanner could display a list of charges levied against the accused and we could decide their fate. NPCs could beg for their lives... or defiantly request to be fragged.

Taking the criminal into custody could cause his friends or mercs to attempt a rescue while you are enroute to drop him off at the nearest jail.

There could actually be Capture or Kill missions or Escort Prisoner Transport missions.

I dunno just a thought.
 
I have docked at a station that I have 10k+ bounty several times now (in an Anaconda). This station is in the system I do most of my pirate hunting for my chosen faction in another system next door.

Sometimes I have got in unscanned.
Sometimes I have been scanned but it didn't finish before I entered the station.
Sometimes I have been scanned and the auth ships started shooting but then I entered the station and they stopped.
Once I was scanned and panicked and entered the station without permission (which broke the scan) - I then exited, waited outside to be allowed to dock (nervously), was not scanned again and then docked.

I have on occasion (in an Anaconda, FurryLance and recently a Vulture, boosted in to docking and dropped a heat sink (or two), which so far seems to be enough to stop myself from being scanned or at least delays it long enough to get inside the station before it completes.

Word of warning though. Don't get scanned trying to enter a fed station (where you are wanted or not) with 420tonnes of Imperial Slaves, the 1.8mil fine is hard to swallow - especially if you then sell the cargo at a loss rather than get fined again on the way out. :(

Thank you much for the details on docking! Gonna try that...

FurryLance :D (my favorite ship design excepting the offset pilot position making the window struts look weird. Waiting for metallic British Racing Green paintjob!)


As for Imperial slaves, I know just what you're talking about...

I didn't realize that Zhu City in Tepertsi had a change of controlling factions from Empire to Independent (a while back), so suddenly, Imperial Slaves were illegal there. Since I had only a partial load (the other station in the system was running out of stock) My fine was 'only' 750k, as I brazenly used the docking computer, which kinda dilly-dallies around - I guess to avoid fully automated scan-free docking. Once docked, I weighed my options and decided to earn back the fine by filling up the rest of my cargo and flying out dark (Using a 448 ton trading Anaconda). I'd never tried that, so I didn't realize my shields would be down, going dark... but I got past 7500 meters without scan and just kept flying straight while my shields recharged.
 
Bounty Hunting Overhaul

Here is a compilation of ideas I would like to see, largely which improve the viability of player pirating.

The first thing is something which might already be in the game, not too sure, but other ideas build upon it, so it should be stated regardless. Similar to the way players are hunted if they defect from a power, they should be hunted by bounty hunters if their bounty gets high enough from a specific area.

Additionally, these npcs hunting a player should make a little bit of comms chatter, explaining their intentions to anyone around. This means any player bounty hunters who happen to be in the area will hear about a player criminal in the system, and join in on the hunt as well.

The next idea is to have faction specific top bounties. These could be viewed in the contacts tab of any station with that faction in control, and maybe only after the player has gotten sufficient rep with the faction. This would also display the last known location of the bounty and how long ago that was. The importance of time is to indicate the probability a player target being online. If the last sighting was recent, then it is a high chance the player is still online. This list could be filled with npcs as well, both to ensure the player always has targets, and so someone who gets some small bounty for a minor infraction never shows up on this top bounty list.

There needs to be some kind of detection system for the previous idea. This could be the same system for determining whether a player criminal gets npcs spawned to hunt him. Could be guaranteed if the minor faction has a presence in that system. If the faction is allied with major faction, anywhere in that major faction's space would have a high chance to detect the player and spawn ships. Other systems would have a moderate to low chance of detection, varying on system type. Every once and a while, if the player stays in the same system, and has not been detected, there will be a repeat chance, probably on the same interval it spawns new waves of npcs into supercruise.

Taking things a step further, maybe add another section to the contacts area in stations for information gathering. Here, a player could gather various information for a small fee on things like whether a certain player was found in the current system and so forth. To make this worth, maybe the player could collect a wanted poster when they want to hunt someone, as a pseudo mission. That poster could be used to gather information on the target at stations, or perhaps npc encounters might mention it. Since there isn't a way to communicate with npcs yet, it might be possible to generate a USS if it is present where an npc gives out some information on the target.

All of these ideas should be fairly feasible, and I feel make the bounty hunting profession involve far more of the hunting side of things. This also makes these kinds of hunt missions a bit more freeform, as opposed to the current mission system, as well as improving the viability of player hunting.
 
This looks like a great Idea. I had so many bounties in far off regions of space that I bought a cobra and picked a fight in an enemy controlled sector to clear them (let my ship get destroyed).
 
I believe it would be cool if we could just cash in bounties at the nearest station.

But except for the other major faction bounties, you can do just that and cash in all minor faction bounties gather in one system with a single docking.
The trick is remembering to do this before leaving the system.

Usually I hunt in the Empire and simply keep Alliance/Federation Bounties until I visit there again.
 
bountys put on me when doing mission

why was I getting 6000 credit bounty put on me for every mission target that I killed should this happen :(
 
Yes, if the mission target is not wanted in the system in which you killed them, or if you opened fire without your basic scan completing first. Most mission targets are not wanted - eg celebrities, preachers etc. Just the ones labeled 'pirate' are guaranteed to be wanted.
 
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Mission targets, especially for assassination missions, aren't always Wanted in the system you find them. This is especially true for celebrity assassinations or civilian kill missions, where the targets are rarely wanted anywhere. If you want to remain bounty-free, only take the "kill pirates" missions, or be prepared to accept the alternate offer for (or simply abandon) any missions where the target turns out to be Clean.
 
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