Thank you for the kind words Truesilver. The main issue since the beginning was always the bounties carried from other jurisdictions. It would be nice when you KWS someone that was wanted in one system, that the local system authorities of your KWS discovery are shared with their "INTERPOL" office. Any Reported Crimes wanted ship from other jurisdiction are ignored. Unless perhaps, government types are different, then there would be lack of cooperation between those minor factions.
It would also be nice to see if a minor faction that is spread across several systems carries this wanted status and share it with controlling faction to further widen their criminal status, again government types will determine if they will cooperate or not.
In the Shield of Justice, we're allowed to defend ourselves if ship we're scanning is clean, but our ship is wanted. It's on the Legionaires discretion to respond to hostile actions accordingly. Often giving those ships a chance to cease firing before we are forced to open fire in self-defense. But it shouldn't go that far, we shouldn't be wanted to hunting wanted Cmdrs, especailly if we are KWS first, The system authorities should pick up what I detected, just like how Report Crimes are reported to them.
Because of this flaw in the game mechanic, over the years, I've just adapted around these System Authories by designing ships that can quickly eliminate my targets before or shortly after the authorities arrive. (It also makes my videos shorter and statistically, viewers attention span is usually 3-4 minutes, so cops resposne time and my engagements are end about same time) Before Reverb Cascades, I was stil flying Torps. Back then they did 250 damage per torp and had Zero arming time, so it was just matter of ramming their shields down then firing all 4 torps, and most ships would simply pop. HRPs were not as popular back then. Then when cascades came, and HRPs came into play, I was forced to simply go power plant sniping.
Hull tanking was also influenced by these police. I could not rely on shields to protect me while Im finishing off my target. I learned that I can last longer simply hull tanking until I destroy my target.
Now with Flechette in the mix, this makes it even more interesting. If cops arrive and I need to run, I know my target's power plant cannot be repaired and the damage will persist while I chain interdict them back in super cruise. This also resets the police response for a 2nd chance at killing them.
I expect most of my targets will be oblivious that their power plant is slowly being ripped apart because their shields remains at 3 solid rings. This false sense of security is what I take advantage of the most.
Vipers often under-estimated, shield less Keelback, starter ships like Cobra Mk III are all used psychologically to further create these false sense of security. By making myself appear weak, they begin to get that tunnel vision of instantly winning. This tunnel vision is what gets most of my targets killed. Tunnel vision makes pilots not check load outs, become aggressive, and set themselvs up for a torpedo hit. I know this because after 3 years of nailing ships with torpedoes, there are still plenty of pilots that falls for it. HRPs , MRPs, AFMUs are slowly catching up now, but I'd like to see what kind of evolution against threates Flechette will have on pilots, or if more people will equip them.
TLDR- My builds heavily influenced by Crime Report On from targets. Forcing me to kill the target faster than the police can respond. If I dont kill before police arrives or shortly after, then I've failed.