The Bounty Hunting & Bounties tips, and general discussion thread

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?

Assuming the NPC was wanted, and you even KWS'd it, then what you are describing sounds like a bug, you should raise a ticket. It is known to occur, rarely.

In the meantime, your bounty, which is only active in the UV Ceti system, (you are clean everywhere else, and anyone attacking you in a different system trying to claim your bounty will become wanted themselves), will count down whether you are online or off, and when it reaches 0, it will become a legacy fine that you can pay off or not.

You really can continue to play in the meantime, just avoid the UV Ceti system if you don't want the possibility of being attacked for your bounty.
 
Yeah I'd also like to see the old stealth system back. It was great fun, took some skill and I'm really unsure why they took it away. It really added to the game.
The only thing I can think of is that they took it out due to potential pvp confusion. Folks getting killed by dark ships might assume foul play or some such.

While we're at it I miss the combat from before SCB's, it was more tactical shield drop didn't automatically = run away. More of the weapons were useful too; Rails, cannons and missiles all nerfed now days. In the case of missiles to the point of uselessness.
 

Spog

Banned
The razor's edge on which the issue is balanced is "Will the game be more fun this way?".

Well....will it?

The OP should have made this thread a poll.
 
Yeah stealth seems to have been shelved sometime in alpha by FD. It hasn't changed since maybe because it's a tough one to balance out. Proper stealth as regards smuggling is desperately needed. Rushing the door just isn't the same thing.

I think the whole system of it being necessary to have stealth is central to the idea of the feature at all. Is Elite a game that needs stealth? I'd say yes but how the feature should be developed to fill the need is down to FD I think a lot of redesign is called for myself.
 
My bounty hunting rules (bearing in mind that I'm not a pure bounty hunting loadout, I pick up bounties while running routes in a very well-armed trader)

If it's an NPC and it's wanted, it gets KWSed and then it dies. No exceptions. Well, maybe I'd think twice about taking on a wing of NPC conda's with high combat rank but probably not stop anywhere short of that. A few minutes indulging myself this way can easily double or triple the profit of a trade route leg.

If it's a cmdr and they are in a significantly weaker ship then I don't care. Sure it would be legit to collect on that player sidey with a few K bounty on their hide but that would be a move. If they leave me alone they'll get away with it. If they start it and I send 'em running before they've even damaged me then I'll let 'em go. Damage me and I'll probably press on to recover some of my repair bill ;) I'm not the best combat pilot against other players but I can keep my fixed weapons on target, so when I can throw enough sizzle to strip their shields in seconds and crumple their hull in pretty short order after that, even through their chaff clouds and in spite of their SCBs it's not a fight, it's just ganking, so I won't start it.

If it's a cmdr in a roughly well matched ship, let's dance. I've collected some nice prizes that way but also lost a few ships, some of which were carrying a significant amount of cargo at the time, but that's ok. That's the game. (it's also why I'm hiding in solo/moebius at the moment taking on just NPCs to rebuild my credit balance after three bad tactical decision in a row left me where I'd be sidey'd if I lost my python one more time)

cmdr in a fully optimized combat rig, in a ship of comparable tonnage or larger? They are more likely to be hunting ME than the other way around. Avoid.
 
Bounty hunting player psycho's

Having recently got a seven day bounty for bad driving (it was only an NPC officer!) it seams like a two tier "wanted" status might make sense:

i) vanilla "Wanted" status for careless drivers and pirates who just steal stuff (fines payable at any station)
ii) a "Psycho" status for pilots that blow up un-wanted cmdrs (timed bounties that can attract vigilante bounty hunters)


I think there would be a worthwhile amount of interest in a reward system for pilots to track down rogue psycho pilots. A list of "most wanted player characters" similar to the existing lists of most wanted NPCs at each station.

I've been blown up a few times by players, but only once by a psycho who dind't want cargo though, and a couple of times by NPCs. In the heat of the moment I didn't get the psychos name but his dialog was very funny; he clearly knew the mechanics inside out as he took my ship apart. I'd love the chance to get my own back in similar future situations if a list was available. The Psycho bounties wouldn't need to last as long as a week, but maybe a few hours or days would mean it wasn't completely impossible to get by as a psycho, or to have a little episode here and there :eek:)

It would fit in with existing realism as the system already "knows" the various combatants wanted status'.


On a slightly related note, why does a space station open fire on a ship carrying imperial slaves rather than disabling it and freeing the slaves? (Surely that should make the space station turn on itself and blow itself up?) My bad driving bounty meant I had to quickly jump to another system with just 20% hull integrity to save ~400tons of imperial slaves from vaporization!)
 
Agreed. FD could introduce another internal module like internal heatsink/vent that must be placed in the shield slot. It doesn't need to be able to let you silent running forever, but gives you better heat management or something along the line.

To counter silent running, there could be another module that scan other signature that will give location of the target in the sensor in "pulse", so every 2 seconds you will see the silent running target pop up in your sensor then dark again.

There are so many things FD can play around with which will pull player from outfitting the cookie-cutter MAX SB/SCBs. I long for the day bulkhead upgrades and hull reinforcement package see it usefulness.
 
Having recently got a seven day bounty for bad driving (it was only an NPC officer!) it seams like a two tier "wanted" status might make sense:

i) vanilla "Wanted" status for careless drivers and pirates who just steal stuff (fines payable at any station)
ii) a "Psycho" status for pilots that blow up un-wanted cmdrs (timed bounties that can attract vigilante bounty hunters)


I think there would be a worthwhile amount of interest in a reward system for pilots to track down rogue psycho pilots. A list of "most wanted player characters" similar to the existing lists of most wanted NPCs at each station.

I've been blown up a few times by players, but only once by a psycho who dind't want cargo though, and a couple of times by NPCs. In the heat of the moment I didn't get the psychos name but his dialog was very funny; he clearly knew the mechanics inside out as he took my ship apart. I'd love the chance to get my own back in similar future situations if a list was available. The Psycho bounties wouldn't need to last as long as a week, but maybe a few hours or days would mean it wasn't completely impossible to get by as a psycho, or to have a little episode here and there :eek:)

It would fit in with existing realism as the system already "knows" the various combatants wanted status'.


On a slightly related note, why does a space station open fire on a ship carrying imperial slaves rather than disabling it and freeing the slaves? (Surely that should make the space station turn on itself and blow itself up?) My bad driving bounty meant I had to quickly jump to another system with just 20% hull integrity to save ~400tons of imperial slaves from vaporization!)

Space Red cross picks them up. :)
 
I thought silent running was something you did in the middle of combat, when your shields are dropped - providing you time to reposition or escape. It takes you off their scanner unless they are super close.

I think it would be good if you could get a module that increases the effectivenes of silent running. Elsewise I think it's okay as is.
 
What I don't understand is why we can't shut down our power plant, it should be possible even if you go on life support. They could implement a boot up time if they are afraid that it can be exploited.
 
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