WANTED ? In ELITE you were either an Offender or a Fugitive.

+1 to this idea, Fugitive status on a galactic scale for high crimes would be a good balancer IMO

True galaxy wide bounties wouldn't make any sense. I.e. why would the Empire care how many federation citizens you killed? In fact they would probably reward you for your good work. So major faction bounties are technically the hardest punishment possible. We did have those prior to 1.3, but obviously the Devs thought it was too harsh and reduced it to minor faction bounties only.
 
In the OLD ELITE ..... once fugitive it took A LOT OF GAME TIME >>> TRADING >>> Bounty Hunting .....and Hyperspacing between systems for you to revert down back to Offender ....and eventually to Clean.
But I guess my Biggest gripe is the fact that a player that is actively a Pirate ...... Performs Piracy on a daily if not an hourly basis ..... Would have a status of CLEAN and can dock anywhere he/she wants.
I would presume that even combat logging and bounty hunting would change.
Bounty hunters would easily recognize WANTED/Fugitive players and hunt them.
Combat loggers and scaredy cats would watch on the radar for Fugitives and Run from them....or avoid them.
 
Yeah that would be excellent IMO just leaving it up to the players means we get a "lord of the flies" scenario that no-one really enjoys except for the "psychos".

What I personally want to stop is people dipping in and out of being a criminal, pirating one minute and trading the next. Pirating/criminal behaviour SHOULD be the hardcore mode people want, it should be the harder way of life in the game. Smuggling would be the halfway semi criminal career, so leeway there. But pirating...nope, full on criminal and take the consequences the law throws at you.

Well smuggling could provide half points towards your rank progression.

Lets face it a criminal is a criminal. A smuggler will fight off a police viper and murder the same as a "murdering" pirate will. And at some point the criminal rank will create the reputation for every cop to be scanning them so smuggling will only get them so far up the path. They will turn to more violent means quickly....

Behind the scenes we need a Crime-tariff table that is sensible and works for each crime. then that can feed back into Criminal rank progression, and if scanned or caught, in to fines and bounty too.

I also want to see "privateer letters of mark" from the empire or federation. to allow pirate action in the other state but with no criminal repercussion in their own. So much could be done to create great emergent game play.
 
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But I guess my Biggest gripe is the fact that a player that is actively a Pirate ...... Performs Piracy on a daily if not an hourly basis ..... Would have a status of CLEAN and can dock anywhere he/she wants.

A pirate doesn't remain clean. He gets a bounty from the controlling minor faction in the system, and can be recognized as a criminal by anyone in that system at the first glance. He can also dock at stations of said faction only, if he avoids being scanned (which is pretty easy, admittedly), besically smuggling himself into the station.
 
/signed

It would be great to have galaxy-wide bounties for players who are really gnarly, with exposed bounties for rather than requiring scans. It would really make some players truly notorious.

Galnet could even have an updated list of these players whereabouts to keep it dangerous for them.

This feature (or something like it) is planned and has been mentioned by devs a couple of times this year:

https://forums.frontier.co.uk/showthread.php?t=141640 (second to last paragraph)

https://forums.frontier.co.uk/showthread.php?t=166821&page=2#post_2545658

We haven't had any new updates on this since Sandro's comment though I don't believe.
 
A pirate doesn't remain clean. He gets a bounty from the controlling minor faction in the system, and can be recognized as a criminal by anyone in that system at the first glance. He can also dock at stations of said faction only, if he avoids being scanned (which is pretty easy, admittedly), besically smuggling himself into the station.

I actually expect a pirate to stand out like a sore thumb.
Hence I want them to be fugitives and any radar or scanner should point them out and you decide wether you want the bounty and hunt them.
Or are a trader and want to avoid them.
Offenders should only be hunted or policed by the Feds. If you are an offender and are dumb enough for them to scan you .... then you deserve to be shot by them :p
Wether or not a Bounty Hunter can see the offence by scanning you as well ...... I suppose they are looking for bounties and offences and maybe they can assist the feds by firing on you as well.
Traders should always carry A rated scanners and be on a lookout for Pirates. Save power on weapons since they do not stand a chance anyway.
Same A rated scanners for Bounty Hunters.
Pirates do not need A rated scanners ..... they can see a bountiful cargo from LY away. Basically any ship with a number in its name (Type6..Type7...Type9)
 
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I cant remember, was there a way to clear the fugitive status?, was it just by killing ships with bounties?

Killing enough ships with bounties was one way to redeem indeed.

Another way was using the escape pod, as the fugitive status was linked to the ship rather than to the pilot.

Using galactic hyperspace also cleaned your record.

On Archimedes Elite (I do not know about other platforms) there existed a save file editor, but that is cheating of course.
 
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Have been harping on about having a "criminal" ranking system for a year now. The Crime system needs a lot of work and should be expanded. TBH i could see a whole update of Crime in the game. More pirate style ships, pirate mechanics, criminal rankings pirate bases, smuggling reworking, bounty hunting expansion. Persistent NPC pirates and bounty hunters, more kit for tracking your prey (limpet tracker that can run up to 120Ly or whatever the class and grade of the controller) EMP missiles. Anti shield lasers (that don't damage hull - I know they are available but want them outside PowerPants) More pirate skins.
But mainly Criminal rankings i.e. Clean>Offender>Perpetrator>Petty criminal>Fugitive>Criminal>Outlaw>Pirate Prince. This should be the foundation of a criminal system.
Build in Criminal benefits like discounts at unsanctioned bases access to Pirate ship variants and pirate only weapons. But this should also be run along side a "wanted or Clean" toggle. You can be a pirate prince but be "technically" clean....



A criminal ranking system seem a very good idea to me.
It should apply different consequences to different ranks.

- Criminals of a certain rank would get denied access to the stations in the system they are wanted in, if these stations are under the control of the minor faction they are wanted with + any system ruled by the same minor faction.
- Only very high ranking criminals would become wanted in the entire territory of a Power.
- The highest ranking criminals would become wanted in the territory of an entire major faction (Federation, Empire, or Alliance).

And there could be stages in between.

I think this would make being a criminal much more exciting.
 
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Well smuggling could provide half points towards your rank progression.

Lets face it a criminal is a criminal. A smuggler will fight off a police viper and murder the same as a "murdering" pirate will.

I do believe there is a difference in attitude between pure smugglers and pirates.
Smugglers like me tend not to attack authority vessels.
I myself have never attacked authority vessels ever and I do not intend to.

The mere fact that I am allied with all three major factions is a great boon for a smuggler like me.
It means that authority vessels do not treat me as a priority when I enter a system.
I virtually never get scanned by them. They ignore me unless I hang around for a prolonged time.
 
"Offender" would be good to have for when you've just got a fine. Not serious enough to be shot at, but enough to remind you (and others!) that you could be in trouble in the near future!


I like your ideas Huros, I'd like to see a lot of those things :)

I also think the cost of damage a criminal causes is ADDED onto criminals rebuys. So pk an anaconda, several millions added to your rebuy EVEN if you swap to a sidewinder.

I think adding the cost of the victim's rebuy to the criminal's rebuy is fair enough, I wouldn't have a problem with that. I think adding the total cost of the victim's ship is little bit unbalanced and could be exploited.

Traders should always carry A rated scanners and be on a lookout for Pirates. Save power on weapons since they do not stand a chance anyway.
Same A rated scanners for Bounty Hunters.
Pirates do not need A rated scanners ..... they can see a bountiful cargo from LY away. Basically any ship with a number in its name (Type6..Type7...Type9)

Scanner range doesn't come into play when in supercruise, only in normal space - by which time it's too late to be making those kind of decisions!
 
OP +1 agreed


In Elite Multiplayer we had four ratings for this these were:
Clean - the usual
Offender - this was for simple offences
Fugitive - For murder etc
Fugitive (can never be got rid of no matter what) - this was for Thargoid players or persistent griefers it means they can still play the game BUT its a hell of a lot harder.
 
"Offender" would be good to have for when you've just got a fine. Not serious enough to be shot at, but enough to remind you (and others!) that you could be in trouble in the near future!



I like your ideas Huros, I'd like to see a lot of those things :)



I think adding the cost of the victim's rebuy to the criminal's rebuy is fair enough, I wouldn't have a problem with that. I think adding the total cost of the victim's ship is little bit unbalanced and could be exploited.



Scanner range doesn't come into play when in supercruise, only in normal space - by which time it's too late to be making those kind of decisions!

It could be easily applied to supercruise scanning distance.
If this was all real.....a trader would really not afford a lot of weapons .... and anxiously keep an eye on scanners for any pirates or freebooters.
Being able to recognize them on radar would be awesome ....... both for the trader and for any bounty hunters.
I'm sure that would also add immersion and character for the actual Pirate.
 
It could be easily applied to supercruise scanning distance.
If this was all real.....a trader would really not afford a lot of weapons .... and anxiously keep an eye on scanners for any pirates or freebooters.
Being able to recognize them on radar would be awesome ....... both for the trader and for any bounty hunters.
I'm sure that would also add immersion and character for the actual Pirate.

Well, you can already recognise a Wanted player just by pointing your ship at them and letting the scan do its thing.

Are you suggesting that the Wanted player show up as a big red dot on the scanner without having to point and scan?
 
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OP +1 agreed


In Elite Multiplayer we had four ratings for this these were:
Clean - the usual
Offender - this was for simple offences
Fugitive - For murder etc
Fugitive (can never be got rid of no matter what) - this was for Thargoid players or persistent griefers it means they can still play the game BUT its a hell of a lot harder.

Any idea why this was aborted?
 
Well, you can already recognise a Wanted player just by pointing your ship at them and letting the scan do its thing.

Are you suggesting that the Wanted player show up as a big red dot on the scanner without having to point and scan?

Not at all.
What I meant was....they cannot scan as Clean as they currently do. They will be Fugitives and have to either work their way down to just Offender and maybe one day Clean.
 
Any idea why this was aborted?

I think for the "playability" in Multiplayer .... its not fun (from PK/PVP side of view) to Kill/Fight against each other, and can not repair in the next Station, or get Killed by endless waves of Police Vipers.
(Back in the 80ties ... I try it once ... park in front of an Corolis and Kill every Viper which came out, after 40 Minutes I get Killed. Lucky for me that there was the possibility of Save games...;) )
 
I think for the "playability" in Multiplayer .... its not fun (from PK/PVP side of view) to Kill/Fight against each other, and can not repair in the next Station, or get Killed by endless waves of Police Vipers.
(Back in the 80ties ... I try it once ... park in front of an Corolis and Kill every Viper which came out, after 40 Minutes I get Killed. Lucky for me that there was the possibility of Save games...;) )

Wow I think we all did that in the 80s. You get bored of the normal trading and eventually shoot the station and fight wave after wave of vipers. Then you die.
 
Wow I think we all did that in the 80s. You get bored of the normal trading and eventually shoot the station and fight wave after wave of vipers. Then you die.

Target station. Fly away (or was it backwards) until you can't see it. Launch all missiles, watch them float into the darkness. Wait....;)
 
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