As a concept, Notoriety etc. is fine. But the problem is that Notoriety isn't incentivised.
At the crux of it, C&P inconveniences (i.e 'punishes') "accidental criminals" the most, because they're unprepared for the consequnces of even a minor bounty. Conversely, career criminals are least affected, because they know exactly how to manage their bounty and notoriety (either keeping clean despite all circumstances, or embracing it and doing crime in places you don't care about, and ensuring you'll never respawn in an area where you're forced to pay off the bounty).
I posted in more detail about it
here, but the abridged version of what needs to change.
- 0-notoriety bounties can be paid off anywhere, not just IF. This means the odd-stray-shot commander doesn't get too heavily taxed when it happens.
- Gate criminal activities behind Notoriety. Your average law-abiding citizen shouldn't be able to just rock up to the public mission board and find criminal activities.
- Notoriety acts like rep, and enhances credit rewards and the like, and maybe even provides a "Bounties for cops" facility, where you can "bounty hunt" Authorities/Military/ATRs. Enhance credit rewards.
- Don't make notoriety a time-based decay, make it an active activity, and scale it wildly between the levels. To ballpark some figures, Notoriety 1 should be able to be cleared almost immediately, but Notoriety 5, you're looking for up to a week, and notoriety 10, up to a month. Note most people wouldn't want to lose Notoriety under such a system, due to the incentives behind it. Such a system might be "You need to do X missions to clear your name up, but you can only do 1 a day" as a trivial example.
- Because Criminal activity has bigger rewards, we can then ramp-up the punishment. Notoriety 1 wouldn't be dissimilar to what we have now, but maybe Notoriety 10 denies access to any facility not owned by a faction you're allied[1] or owned by an Anarchy faction, makes most Authority responses virtually instantaneous etc..
[1] Because Criminal activity doesn't necessitate criminal actor. You may be an Imperial targeting Federal authorities.
A lot of the suggestions above are just fluff implementation detail though. It really still comes down:
- Good criminals know how to manage their criminality and minimise the consequences; while
- Accidental criminals don't, and (arguably) suffer more inconvenience.
What needs to happen is a system where
- Good criminals embrace their criminality and wear it like a badge of pride (already happens to some degree), and cleaning your name would create more problems than it would fix, for a criminal; and
- Accidental criminals can clear their name easily.... where good criminals wouldn't want to.