Problem: Top 5 player bounty boards are occupied by commanders who are either inactive or play exclusively in solo/private groups.
Solution: Last known location and time-stamp of wanted players should be controlled by standard identifying scans by other Cmdrs while in open play. When the bounty boards are updated overnight, they take the last player scan location/time as the bounty board record. If a wanted player is not scanned within 1 week they drop off the board until they are scanned again. Scans while playing in private groups would be disregarded.
Possible exploit: Wanted player jumps into open play, sits on a station launch pad to get scanned, then goes back to solo. Never at any risk of destruction.
Solution: Scans while docked are disregarded by the bounty board. Also, in high-traffic systems (Eravate, Lave, Leesti etc) wanted Cmdrs must be scanned a minimum of X times for the bounty board record to be updated (this minimum scan number would scale with traffic level).
Solution: Last known location and time-stamp of wanted players should be controlled by standard identifying scans by other Cmdrs while in open play. When the bounty boards are updated overnight, they take the last player scan location/time as the bounty board record. If a wanted player is not scanned within 1 week they drop off the board until they are scanned again. Scans while playing in private groups would be disregarded.
Possible exploit: Wanted player jumps into open play, sits on a station launch pad to get scanned, then goes back to solo. Never at any risk of destruction.
Solution: Scans while docked are disregarded by the bounty board. Also, in high-traffic systems (Eravate, Lave, Leesti etc) wanted Cmdrs must be scanned a minimum of X times for the bounty board record to be updated (this minimum scan number would scale with traffic level).