The Bounty Hunting & Bounties tips, and general discussion thread

First and foremost, you should spend your time acclimating yourself to combat with your ship by becoming more proficient with dog fighting. Nav Beacons are in open space so you have less to worry about than an RES as far as running into objects surrounding the environment like meteors. The best Nav Beacons in my experience are the ones located in systems that have high populations, a pirate type faction, and with multiple RES sites. They generally spawn the most pirates and they spawn more frequently. Most importantly, there is always a police force presence and they are well placed within the environment, compared to a RES site where the police may not be anywhere within range of the pirates to assist your attack.

Second, you absolutely need a KWS to capitalize on your bounties, and if you have not joined a PP, consider joining a PP that affords bounty bonuses and receives bounty bonuses based on ranking, like Arissa for instance. This way you could double your bounties during farming.

Third, stick with smaller ships, which include for the most part, but do not limit the following, Sidewinders, Eagles, Vipers, Cobras, DB Scouts, and Imperial Couriers. However, just take into consideration that Couriers despite their weak hulls, have very strong shields commensurate with Vultures and even Pythons. Larger ships you should attack only when police are already engaging them, and make sure that you are not attacking a set of wings that are not already defending themselves against police attacks.

Finally, when you are comfortable with your ability to fly, try a Low Intensity RES or RES, which may have a plethora of ships, big and small, and test your skill against larger ships. Even though the ships may be much larger than the ones you practiced with the NPC commanders in these environments are generally low rated at combat, which means you can dispatch them fairly easily and many of them will not have shields making your job easier.
 
Thank you.

Where is the best place to find the information on different power plays so that I can get the most out of joining a power play that is beneficial to bounty hunting? Also, when looking at the bulletin board, is the toughness of the ship any relevance to the credits that can be gained? I do not want to accept a mission where the ship to attack is almost impossible to destroy.
 
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From memory.. Power play stuff is in menu user pane left go to navigation under galaxy / system bottom left it says power play open that select the person hit "stats" top left menu tab it shows most relevant effects. Note there is a difference from a controlled system to an exploited one. :)
 
Bringing back Silent Running for Bounty Hunting, or at least some form of Stealth alternate.

Silent Running was one of the coolest mechanics back in the Alpha, particularly in an asteroid belt. Lying in wait for somebody and then "pop".

Whether it's still useful in game outside bounty hunting as-is I don't know, I haven't smuggled anything in ages, but I miss having at least some form of stealth option for combat. Bounty Hunting indeed. :)

Anybody got any thoughts on how we could bring this back in a meaningful way for combat? A stealth kill in a combat zone, a pirate hunt in a RES zone, or just plain and simply using it as a method to avoid police that interdict me for a little bit longer.

i.e. the game could use some stealth options, and stealth missions, and not just be "pew pew", let's put the hunt back into bounty hunt. I really liked the original Wolfpack idea of having to take out two smaller condor targets while avoiding the bigger cobra, and that's not translated over into the game.

Idea #1:

Granted there were many problems with Silent Running, and cases of abuse. So, how about an actual honest to goodness Stealth option instead, Chameleon-style, i.e. when stationary, practically invisible. It requires a special hull armor that :

A) violently expensive
B) reflects heat & slowly adjusts its color to match the background
C) adding weight to the ship, reducing hull strength though. More expensive than Reflective, but only as good as Reinforced, or halfway between reinforced and lightweight.


Literally the Stealth Fighter in Space kind of radar-reflecting, and possibly light absorbing, or color-changing coat. However it's done the net effect is that the more still the ship is, the harder it is to see. Gimbals generally have a harder time with it and turrets can't lock on when it's invisible. So a fully moving ship is entirely visible, but one that's stationary is nearly fully transparent, Predator style.

NPC Pirates in RES then adjust to this and don't notice the ship if it's completely still with the Stealth activated. Shields are anyway invisible until there's an impact, so there's no need to take the shields down.
 
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With shield cell banks you should be able to keep alive long enough to get away from most confrontations with single NPC's so dont be afraid to try stuff. Conda's and Pythons and even Clippers might be a bit much for you though. Also. Upgrade that power distributor ASAP!
 
It does seem like a bit of a wasted mechanic at the moment.

I don't even use it for smuggling, I just line up and get into the station as quickly as possible and I rarely, if ever, get caught.

I seem to remember getting scanned and caught when using silent for smuggling so I decided the drawbacks of it i.e heat build up and no shields outweighed the minor chance of getting caught not using it.
 
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before i took a break from playing i was messing about with a shieldless cobra with a full loadout of torps in a res, i would sit watching as far out as my sensors would allow which was about 6 - 7 km out and with almost all systems turned of. when my targets shields dropped i would let off a line of 6 torps and then leg it, got a few player kills doing this but you need the patience of a saint.
 
Have to agree with the OP here as the Alpha version of silent running was huge fun and could really be brought back into the game for some interesting play.
 
Hi,

Here is my current load out for a Cobra MK3: http://www.edshipyard.com/#/L=702,7sh7sh5QR5QR3we0mI,2-6u72725U5U5U6k,05U9pM7RA7cG0nE2Uc

When bounty hunting, what ships should I not interdict and attack? Are some ships too strong and not worth it, or should I attack any ship that has a bounty? If a ship is in a wing, should I not attack, and should I take the combat rating into consideration?

I am playing solo mode currently.

Thanks.
Sell this ship immediately (sell the shield generator first, then the rest of the ship), and buy a viper. You're not going to lose anything really in terms of power (you'll lose jump range), but you'll be able to fit it much more completely because the viper is just cheaper all round, resulting in a significant overall increase in effectiveness. A 2.1m viper is almost completely A-rated, where a 2.1m cobra is not far from stock.
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Then, drop the point defense for a chaff launcher. This will allow you to punch above your weight a bit better.
If you were to dump the credits you put into this cobra into a viper instead, you'd be taking down clippers with ease after a little practice.
 
A game mechanic ... abandoned way back in Alpha must mean that it was found to be not suitable for gameplay... simple

Out of interest why harp back to a mechanic that DBOBE has already said WILL NOT be in the game ... ie Klingon style cloaking devices??
 
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Good call OP. All I've ever found the current implementation of silent running good for is destroying my ship, when I accidentally activate it.
 
What's with all the suggestions in general discussion today?
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A) violently expensive
B) reflects heat & slowly adjusts its color to match the background
C) adding weight to the ship, reducing hull strength though. More expensive than Reflective, but only as good as Reinforced, or halfway between reinforced and lightweight.
Price should not be the only balance for ability. Also, how would paint jobs interact with this?
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I think it'd just be a better just to have camo themed paint jobs. Something dynamic like this might be too difficult.
 
Yep, completely agree OP. On paper silent running could be awesome, but it's just not worth the risk in the game. I haven't played the game in alpha so I don't know how much more different it was, but I would be chuffed if they improve it to actually be useful in a pursuit or ambush.
 
A game mechanic ... abandoned way back in Alpha must mean that it was found to be not suitable for gameplay... simple

Out of interest why harp back to a mechanic that DBOBE has already said WILL NOT be in the game ... ie Klingon style cloaking devices??

It was nerfed out of it's usefulness in all situations, yet remains in the game as a function, so the post is about how to bring stealth back. Open to all ideas of course. Chameleon hull armour was just one idea (and not a true cloak either, the moment the ship moves the camouflage would be useless, whereas a klingon cloak is proper full on invisibility).
 
It was nerfed out of it's usefulness in all situations, yet remains in the game as a function, so the post is about how to bring stealth back. Open to all ideas of course. Chameleon hull armour was just one idea (and not a true cloak either, the moment the ship moves the camouflage would be useless, whereas a klingon cloak is proper full on invisibility).

ok... thanks... will think on it during this trading spell :)
 
Anything with wanted status is fair game. I rately had a problem witth NPCs, apart from two times when I almost bought it, both times I was flying a Cobra and wasn't very experienced.

First time I solo attacked a wing of 3 clippers, because there were no other contacts in the area so I didn't feel like waiting for NPC law enforcement to show up and help. Even with the Cobra's boost speed I barely survived that one.

Second time I attacked an Adder without checking who his wingmate was. It was a wanted Asp (quite rare, they're usually clean and are just in a RES to mine) which took out my shields in no time flat and started chewing up my hull at a scary pace. Now I do it to others in my Asp :)

Overall, I find NPC opponents easy apart from Clippers - they are fast, maneuverable, don't die fast enough to not inflict pain if you're not careful, and often come with turrets, meaning it can be tough to stay out of their firing arcs. SCBs and chaff are almost mandatory for soloing then. Everything else I find easy, including Pythons and Vultures, not to mention FDS's with their impossible to miss power plants.
 
Hi,

Here is my current load out for a Cobra MK3: http://www.edshipyard.com/#/L=702,7sh7sh5QR5QR3we0mI,2-6u72725U5U5U6k,05U9pM7RA7cG0nE2Uc

When bounty hunting, what ships should I not interdict and attack? Are some ships too strong and not worth it, or should I attack any ship that has a bounty? If a ship is in a wing, should I not attack, and should I take the combat rating into consideration?

I am playing solo mode currently.

Thanks.


It is mostly something you need to find out for yourself.
It depends on your personal combat experience and combat prowess.
When I was flying a Viper I took out Anaconda's with relative ease.
Then I tried a Cobra and found that mostly because of my Cobra's size (easier to hit) it was much more difficult to take out Conda's.
This was a few patches and upgrades ago. It might not be advisable to take on Condas in a Cobra at all anymore.

Of course some ships will most likely be too strong. It will depend on your skill though.
Vultures for example in general are tough agile beasts.
Clippers might be difficult too. Very often they are equipped with size 3 beam turrets. These are difficult to evade for a Cobra.
Pythons and Anacondas.... well....

Combat rating sure is something you should take into consideration.
It influences the AI's behavior and also how well it's ship is equipped.

Wings can be very dangerous. They can eat through your shields very fast.
It depends on the combination of ships, their rating and the number of ships in the wing.
Even in my Python I am careful with wings and I choose wisely which ones to attack.
In a Viper or Cobra three well equipped high ranking Eagles in a wing can pose a serious threat.

Also when in RES use the authority vessels if needed.
You can still earn credits even for Elite Anacondas and Pythons with the help of a few cops.

In the price class you are talking about I would advise using a Viper for bounty hunting, if cargo space is no concern.
 
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Argh, frustration and bounties.....

Whilst I do like the game, it can be annoyingly frustrating at times.....and having almost jumped on the Horizon's lifetime pass, I'm glad I didn't today....

I'm a fairly casual player and having just upgraded my Cobra Mk III to a new shiny Vulture and put a few upgrades on it, I went out hunting the Nav beacons around Tau Ceti and UV Ceti...usual drill, normal scan on npc's and when I find one with a "Wanted" notice, I do a kill warrant scan then kill them.....Take around 250k then head back to cash in.....

Well, popped into UV ceti and found a "Wanted" npc - another ship was already killing it and had it's shields down to 50%.... I popped the kill warrant scanner, and proceeded to kill the npc in under a minute. Bang - 6400 bounty for 5 days and 23 minutes for me...headed out to a neighbouring system to see if this was a bug or could be paid off - nope. Relogged...bounty still there....

So....only having enough to afford one maybe two replacement Vultures in my bank, I will shut down for 6 days.....

_________

Three questions: 1) How can I receive a bounty from killing a "Wanted" NPC?, 2) DOes the 5 day timer tick down when I am offline?, 3) If this is a bug, does it need to be raised/are FD aware?

I'd like to play the game, but stuff like this kinda puts off us casual players.....

I understand why this bounty situation was brought in to stop a lot of PVP griefing, but seriously, I attacked a "wanted" npc....? Ideas?
 
Whilst I do like the game, it can be annoyingly frustrating at times.....and having almost jumped on the Horizon's lifetime pass, I'm glad I didn't today....

I'm a fairly casual player and having just upgraded my Cobra Mk III to a new shiny Vulture and put a few upgrades on it, I went out hunting the Nav beacons around Tau Ceti and UV Ceti...usual drill, normal scan on npc's and when I find one with a "Wanted" notice, I do a kill warrant scan then kill them.....Take around 250k then head back to cash in.....

Well, popped into UV ceti and found a "Wanted" npc - another ship was already killing it and had it's shields down to 50%.... I popped the kill warrant scanner, and proceeded to kill the npc in under a minute. Bang - 6400 bounty for 5 days and 23 minutes for me...headed out to a neighbouring system to see if this was a bug or could be paid off - nope. Relogged...bounty still there....

So....only having enough to afford one maybe two replacement Vultures in my bank, I will shut down for 6 days.....

_________

Three questions: 1) How can I receive a bounty from killing a "Wanted" NPC?, 2) DOes the 5 day timer tick down when I am offline?, 3) If this is a bug, does it need to be raised/are FD aware?

I'd like to play the game, but stuff like this kinda puts off us casual players.....

I understand why this bounty situation was brought in to stop a lot of PVP griefing, but seriously, I attacked a "wanted" npc....? Ideas?

buy sidewinder. self destruct. no bounty.
 
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