The Bounty Hunting & Bounties tips, and general discussion thread

Improving your situational awareness or using gimballed weapons seems a much easier alternative to changing the entire game to suit how you want to play.

How does situational awareness affect turrets? If they are not being used in the "forward fire only" mode, the player has no control over where and when the turrets fire with the exception of the initial activation of the turrets. The turrets will continue to fire on their own regardless of player input unless one changes to a fire group that does not have those turrets in it or if using "target only" mode the target is deselected. In fact the some of the patch notes from v1.3.0 to v1.3.8 mention changes to turret mechanics to prevent them from causing accidental friendly fire. The fact that they are causing friendly fire since v1.4.0 should be reported as a bug on the bug report forums, as I have already do so.

As for changing the entire game to suit how you want to play, asking for a fix to a minor mechanic that is not working as it should or is felt to be unfair is not really asking for a change to the entire game to suit how you want to play. It is asking for either a bug fix or adjustment to make it fair. An example of asking for a change to the entire game to suit your play style is asking for every profession except the one you play as to be the only profitable one, or asking for everything to be extremely challenging or easy.
 
1.4 removal of system bounty boards

So it would appear that as of 1.4 the 'Top 5 System Bounties' station screen has been removed - pretty understandable as they were broken in 1.3.

Will it be making a reappearance in some form over the coming months? I remember one of the devs saying they were going to bring in major-faction issued 'interstellar bounties' soon...could a new bounty board be tied into this I wonder?

The bounty system definitely needs some love I think as the 1.3 changes skewed it quite a bit in my opinion...pvp bounty hunting is severely limited due to the lack of any tools to hunt large ticket bounties, and therefore is limited to random chance encounters.

Remember how much interest some of the older Isinona videos got when he was tracking large-bounty player pirates? This area of the game could be great, but currently feels underdeveloped, which is a shame.

Hoping for improvements to this area of the game soon.



PS: Don't get me wrong, this isn't a moan or rant - I'm very pleased with other new features to the game and am looking forward to the 1.5/Horizons updates.
 
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Me neither, they were pretty useless in fairness. Some of those CMDR's didn't even play anymore. They have the code behind it in the game, it would be interesting to see them use it for something better, like maybe a replacement for assassination missions, you could go there and find an NPC wanted ship with details around them, and go hunting them. Maybe even getting attacked or intercepted by his faction to defend him. Just an idea.
 
They're gone?

I hadn't noticed! :eek:

They've definitely been removed from the stations I've been to...I guess they became so useless that everyone was just ignoring them.

Me neither, they were pretty useless in fairness. Some of those CMDR's didn't even play anymore. They have the code behind it in the game, it would be interesting to see them use it for something better, like maybe a replacement for assassination missions, you could go there and find an NPC wanted ship with details around them, and go hunting them. Maybe even getting attacked or intercepted by his faction to defend him. Just an idea.

If they worked and had a bit more functionality to them they would be very useful... but their previous implementation was very basic, and didn't take into account the difference between solo/open players. There is a lot of potential here if it is done in a more comprehensive way though. I like the wild-west kind of feel of deep space :)
 
and this is a very good reason why they should be back

Agreed, but in a smarter, more useful way. My suggestion would be to base 'last known location' on identifying scans by other players - that way we would know they are in open, are active and are not off exploring! If they are not scanned in a week they drop off the list until they are scanned again.

EDIT: An online/offline marker might also be useful...
 
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It was pointless anyway. IIRC, some of those commanders obtained their bounty in solo. Also, the chances of meeting them in the same instance was pot luck. In it's current capacity. Hopefully, though, they will be reintroduced, but for open only and assigned to bounty missions.
 
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How does situational awareness affect turrets? If they are not being used in the "forward fire only" mode, the player has no control over where and when the turrets fire with the exception of the initial activation of the turrets. The turrets will continue to fire on their own regardless of player input unless one changes to a fire group that does not have those turrets in it or if using "target only" mode the target is deselected. In fact the some of the patch notes from v1.3.0 to v1.3.8 mention changes to turret mechanics to prevent them from causing accidental friendly fire. The fact that they are causing friendly fire since v1.4.0 should be reported as a bug on the bug report forums, as I have already do so.

As for changing the entire game to suit how you want to play, asking for a fix to a minor mechanic that is not working as it should or is felt to be unfair is not really asking for a change to the entire game to suit how you want to play. It is asking for either a bug fix or adjustment to make it fair. An example of asking for a change to the entire game to suit your play style is asking for every profession except the one you play as to be the only profitable one, or asking for everything to be extremely challenging or easy.

I've actually been actively trying to play, and its borderline impossible with turrets. Every 600k in bounties or so police will get clipped and I have to run away, not only almost dying a bunch but also seriously cutting into my profit per hour. This has got to be the most asinine experience I've ever had whereas getting a much more impressive ship should've been something to look forward to. If this is a bug, this better be fixed ASAP. If it were not for my power play rank 4 reward money, i would've not been able to pay for insurance.

Also, thank you DNYI. I'm glad someone who doesn't have their head up their finally puts in something logical to say.
 
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Clipping them will get you a small bounty lasting a few minutes forcing you to hyperspace out of the system and back.

OP, it's a dumb mechanic, I agree. Apparently people on the forums like completely disproportionate consequences that do nothing to actually convey a coherent legal system that punishes criminals rather than allies that had a 0.5 second mis aim....

Apparently so.
 
Improving your situational awareness or using gimballed weapons seems a much easier alternative to changing the entire game to suit how you want to play.

I just release the trigger for a second or two when a friendly crosses my path. seems to works fine

Good advices.

Also, OP: consider changing your ship, if you're having trouble with turrets. Vultures and Vipers have nicely grouped forward-facing hardpoints.

Watch your scanner and be aware of other ships being close by - if they are, ease off firing and try adjusting your angle of attack ;)
 
I'm not terribly fond of this mechanic either, would prefer a large on the spot fine (or anything rather than 7 unexpected elite hostiles in the middle of a thick belt). But it is a consequence of choosing 'easy mode' aka 'I don't need to aim' turrets and 'I don't need to manoeuvre porky tank' Python. You chose not to be in full control, things will happen that are outside your control.

But situation awareness DOES play a role - you need to watch where you are relative to greens and if they are closing in, switch weapon groups. Better to let a 50k bounty go uncollected than cut your whole RES fun and jump to another system, and risk a 8m+ write off facepalming an asteroid while trying to run.
 
Have you tried a Hazardous Resource Extraction Site?

No fuzz there to accidentally hit...just lots of pirates :D

THIS. ^^

They HAVE actually changed the game just for the guys who have constant problems with friendly fire. They've added 2 places where you can go now, Hazardous RES and Compromised Nav Beacons. They are places where you can do as much friendly fire as you want. Because selecting an Anarchy system was too complicated for some reason.


another complaint about something that is the responsibility of the pilot learn to hold fire when a friendly ship comes near its truly that simples

Think, fly, think, shoot... Release sometimes your trigger and all will be okay....

Always thought that turrets in fire at will mode don't attack illegal targets since 1.3.

Yes yes yes. Security services and other NPCs practically _troll you on purpose_ in RES sites. You have to understand this is not a bug, this is a feature to make you learn how to shoot - and NOT TO shoot - in battle.
I routinely hold fire for plasma accelerator salvos. They look too similar to thrusters from the corner of your eye. Just saying.

Also yes, the turrets behaviour regards to friendly fire seem to have degraded a little bit in 1.4, it does worth that bug report. I still have not experienced FF issues when NOT looking at where the turrets are shooting. When I'm looking at the target, I can cycle firegroups real quick. You really only need one button to cycle, and only 2 firegroups. If you're not willing to set that up and practice, I don't really know what to say. Speaking from experience, it's much much faster than going down the forum post -> bug report -> wait for next release route.
 
1: Turrets in "target only" mode will cease fire if you switch targets. If you use any control method that permits macros (programmable HOTAS, Voice Attack, etc) maybe bind one to "[next target][prev target]" - that will immediately cause your turrets to cease fire until you release them with your trigger once more. If you want something effective in "fire at will" mode, switching fire groups will cause turrets in any mode to cease fire until your trigger releases them.

2: As others have said, situational awareness and fire discipline. It's admittedly of limited utility given how idiotic NPCs are suddenly cutting in front of a hot beam laser or between asteroids and miners but it DOES help.

3: You'll get away with friendly fire if you do no more than X shield damage to the friendly target. I don't know the precise value of X but it's not very much. Do more than that or even tickle their hull and that's an assault fine even if it wasn't your fault. You'll also aggro their buddies. With higher powered weapons such as those typically mounted on a python, even in their somewhat weaker turreted form, you're going to blow past X in pretty short order. Even with perfect fire discipline it's likely that a single stupid NPC will collect enough damage from flying between the unfriendly end of your hardpoints and your target once to blow past the limit and collect you an assault charge and aggro.

4: Once you acquire a fine get out of there. SC away. You can immediately rejoin the instance and provided you haven't actually blown any friendly ships and picked up a murder bounty the popo will un-aggro. Get back to your hunting and just pay the fines when you dock at the end of your play session.
 
And this is why beam turrets are, currently, largely useless unless you are very careful or use on cargo ship :/

for example, a Large laser turret underneath and 4 medium cannons is a nice and interesting load out for a Fer De Lance, but gave it up after too many "friendly fire" incidents, sigh
 
I asked a cop about this, a certain Officer Dibble, and he said that he was pleased the authorities backed up the cops by making this law, as he was fed up with all sorts having a pop at him.

Seriously, it's quite simple, control your turrets, or pay the consequences! The fines are only petty cash. We all hit cops occasionally, deal with it.
 
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