General Update the Crime and Punishment to not be to heavy towards PVE

The real thing that trips up lawful players about notoriety is that they're not used to being wanted.
Yeah, that's an excellent point. I do occasionally incur bounties, say doing planetary scan missions, but I've factored that into my game play. Otherwise I do my best to avoid them.

And occasionally I get a bounty through "accident of circumstance". I picked up a bounty the other day firing on a Clean ship in a CNB: the ship had a typical pirate name, and I thought they were Wanted, but CNBs are close to a sun, and the sun was washing out the relevant panel in my K2 cockpit, so I simply misread it. An understandable mistake, but nevertheless my mistake, and so fair enough. But ships flying into your line of fire? I don't see how getting bounties or Notoriety for that enhances anyone's game experience.

And indeed I believe that Frontier have increased the amount of fire an NPC can take without you incurring a bounty. I'm trying to remember if I got a bounty for either of the ships I ended up with Notoriety for (tried checking EDDiscovery, couldn't find Notoriety in the drop-down event list); my memory is saying not, but 🤷‍♀️

As for changing ships: I have a lot of ships but they tend to be optimised for specific missions - change ships, change missions. This is a game I play for fun, and it's no fun to be forced to abandon what you planned to do because of an unavoidable incident.For a mistake, yes, but not for something that's unavoidable. And whatever @Barnard17 has to say about trigger discipline, such incidents are unavoidable for those of us not blessed with clairvoyance.:)
 
I use my courier for planetary scan missions, but if problems happen, or I want to operate in two reasonably-distant systems at once (it's happened - I've been running missions in one system while fighting an unopposed war in another 100ly away) or if my courier ends up wanted in the system where the mission-giver is, or else I simply left it parked somewhere inconvenient, my vulture - or indeed any small ship with a halfway tanky shield - is more than capable of stepping up to the plate. Sure, it might mean using pacifiers to take out a generator instead of a dumbfire, but they still do the job.
 
@Barnard17[/USER] has to say about trigger discipline, such incidents are unavoidable for those of us not blessed with clairvoyance.:)

I'm going to gently say that Barnard's point is ultimately where the buck stops. Being aware of what's around you and acting correctly to what may be wandering into your field of fire is something that takes practice and experience. That radar isn't there for show, in other words!

More people should fancy Haz Res for bounty farming; significantly less pesky cops.
 
Being aware of what's around you and acting correctly to what may be wandering into your field of fire is something that takes practice and experience. That radar isn't there for show, in other words!
Not sure that that isn't setting a standard that 95%+ of players will never achieve, but if you can do it my hat goes off to you (alas, I can't find a smiley lifting its hat so this'll have to do🕵️‍♂️).

More people should fancy Haz Res for bounty farming; significantly less pesky cops.
Totally agree with that although it did take me a while to throw away the literal Security blanket (alas, no Linus smiley either)!
 

Deleted member 192138

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The complexity of the notoriety is that - you assume it's a punishment for direct, in instance player killing.

The crime and punishment system operates upon the basis that a player can grief people's activity from any game mode. A player in solo can put a system into lockdown by murdering system security. Notoriety applied to player kills equally as NPCs recognises this and introduces punishment to make that sort of gameplay prohibitive. The sort of bounties gankers will rack up in Deciat are very rarely anything to what a PvEr can rack up trolling people's BGS and never leaving solo, never encountering a player. Notoriety for NPC kills is fair and sensible repercussion and deterrent to make that sort of gameplay a purposeful commitment.

So yeah - if you get the game to tag you with a clean NPC kill you'll get notoriety for it. Under the same parameters for success as you do with a bounty claim, which is a nice equilibrium. If you find notoriety to be too prohibitive to your gameplay (it really is minimal, unless you're only based in one system) then the answer is, as I said, to exercise trigger discipline.
 
I personally agree that crimes against players (Full pilots federation members) as opposed to the boring NPCs, should be handled differently.
 
Players aren't special. The Elite universe is a cold uncaring one and we are not the protagonists.

We'll have to agree to disagree, at least in part.
NPC's are the boring hum drum tick tocking of the galaxy, the players are the space adventurers who do interesting things. Not protagonists, just not "commoner 42"
 

Deleted member 192138

D
If players aren't "special" why are only CMDRs members of the Pilots' Federation, clearly distinguished from non-members on the scanner, have access to unlimited free ships, etc.?
I've killed the same NPC many times. Less than an hour ago, I dropped on a signal source to assassinate an NPC target that dropped on me at the same time so I had to kill them twice. Unlimited free ships for players is nothing compared to how special NPCs are.
 
If players aren't "special" why are only CMDRs members of the Pilots' Federation, clearly distinguished from non-members on the scanner, have access to unlimited free ships, etc.?

We shouldn't get stuck on wording. There's no reason to further punish PvP/outlaw behavior by slapping more npc annoyance on the instigators. It would definitely not dissuade the people that are going about hunting for greenhorn cmdrs for fun, simply clog the ingame terrorist activities, or powerplay battles.

Players are special in a way that they have a brain, and learn from their failures, and course correct accordingly. No further protection is required in open.
 
I've killed the same NPC many times. Less than an hour ago, I dropped on a signal source to assassinate an NPC target that dropped on me at the same time so I had to kill them twice. Unlimited free ships for players is nothing compared to how special NPCs are.
i've lost count of the number of times I've assassinated princess twilight sparkle.
 

Robert Maynard

Volunteer Moderator
Hey, maybe distinguishing them on the scanner should change too if you want to go that far. It'd have an interesting effect on gankers trying to pick out targets.
Removing the scanner differentiation would play into the hands of those who can differentiate between players and NPCs using means other than the scanner - and would allow them to hide in plain sight.

.... but that'd be a change to the game - and if changes are being considered then there are likely many changes that at last some players would like to see - that may be diametrically opposed to some changes that other players would like to see.
 
.... but that'd be a change to the game - and if changes are being considered then there are likely many changes that at last some players would like to see - that may be diametrically opposed to some changes that other players would like to see.

I hope your not gonna turn this into that thread again... I dont wanna have to unwatch this one too!
 
A useful lesson in trigger discipline.
What utter nonsense! I have active fire on a ship, and some lolwut of an NPC flies through my line of fire almost at touching distance, but, because the game cannot determine whether the NPC was a smacktard or not, I get "credited" with shooting it.
 

Robert Maynard

Volunteer Moderator
We shouldn't get stuck on wording.
Wording is key to understanding text.
There's no reason to further punish PvP/outlaw behavior by slapping more npc annoyance on the instigators. It would definitely not dissuade the people that are going about hunting for greenhorn cmdrs for fun, simply clog the ingame terrorist activities, or powerplay battles.
Whether there's "no reason to", or not, remains a matter of opinion. If some players get their fun with scant regard for the fun of others then maybe the consequences for taking all of the fun from an interaction should be less fun.
Players are special in a way that they have a brain, and learn from their failures, and course correct accordingly. No further protection is required in open.
The also have often quite different wants from their game experience.
 
If they're at almost touching distance, then they're in scanner range.

Second rule of firearms, be aware at all times of what is in in front of your target, what is behind it, and what is around it.
 
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