Worth a rant.

I feel the OP's rage and see where he is coming from. As I've been about since early Beta, I can dogfight for an hour with a good chance of not aggro ing the cops nor losing too many bounties to the npc police as I usually seriously out-damage them.

However. The 'one shot on a copper' and instant (small) fine and instant death warrent as the cops change focus to you....should be balanced by if a cop 'accidentally' shoots you while you are latched on the tail of a wanted Anaconda at close range, HE should become wanted and fair game for you and his cop buddies. If one stands, so should the other.
Personally, I'd like to see a one hit grace, or maybe an on-the-spot fine that is instantly deducted, so the fine is placed and paid, so no bounty and no ganging up on you. Hit a cop several times, then you deserve the pain.

Regarding last hit claims the bounty, yes skilled play can deal with this, but as pointed out above, it discourages teamwork. At least i assume until wings come in, where wing mates will share each other's bounties assuming one of them gets the kill shot.
But if you drop into a nav point and see a cobra dukeing it out with an Anaconda, if you join in you arnt helping your trying to steal the kill. Hopefully, if you drop into that situation, a quick ship to ship hail can establish a wing of two for the fight.

So to summarise, in my opinion keep the fine for accidental shooting but make it on the spot and not punishable by death as the police do it a lot more to players, and keep last shot wins bounty as long as wings mean players can share the bounty.
 
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I approve and also think this should be changed to enhance the fun factor in this game. It makes no sense, is unlogic and only leeds to frustration. I havent had a problem with this mechanics since now, because most of the time i interdict hostile ships and there arent any Feds around to get in my way or to steal my kill. Make the game plausible realistic and engagingly fun.
A game mechanic that just exists because it raises the difficulty, is something only very few people enjoy. I like it difficult, but not stupidly difficult. It has to make sense and in the end its a game and should make fun.

For me the whole bounty hunting thing would be much more enjoyable if it isnt about random 1 on 1 combat against wanted ships, but if i would have to get a contract with someone who wants someone dead and need to get information about the target, hunt him down and then finally kill him. Those random encounters should be something for pirates only. ( I miss the days of SWG bounty hunting) Also military pilots should be signed to a military and do missions as ordered. Like escorts, patrols, interdictions, deep strikes, etc. to get the feeling of beeing part of a bigger thing. Tactical fun only can come if the combat doesnt involve 1on1 random pew pew or uncoordinated massive battles. Its a thing that can only emerge when you fly a mission with an objective as part of a group. Be it singleplayer of multiplayer.

Eventually will end up with a mission system like eve-online. Scripted!

I was hoping for a mission system where a kill mission could be taken on by various pilots. I don't know about it and neither do they. If we all ended up trying to kill the target or targets (which could be human) then so be it but I'm not on their payroll and they are not on mine. Only my wings would be.
 
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Just don't forget OP does not want to have friendly-fire-reaction completely turned off, some people in this community are so happy to jump to radical conclusions it's mind boggling. What OP wants is some sort of warning message sent back so that NPC does not engage you the second you as much as fart at his shields. A reasonable, logical approach.

Well said.

To look at it from another perspective, if we put ourselves in the shoes of the governments within the game, what legislation would we choose to settle this matter for the growing number of bounty hunters within the galaxy?

A fair system is attractive, because it keeps people relatively happy and contented, and errrrrrm... its fair.

A system which encourages reckless competiton and a lack of chivalry (like the existing 'all spoils to the last shot') has a number of disadvantages, not least, that its 'unfair'. By that I mean somebody can fly responsibly and honourably, do 99% of the work and some fly-by-night with a complete disregard for the safety of others, can swoop in and claim the kill.

As a governement, would you choose to reward a measured, workman like approach, or one that rewarded the reckless, self centred individuals, and actively encouraged further crime and bloodshed?

Okay, I understand the appeal of option two for you anarchists :) but if the idea of the thing is to bring law to the lawless.
 
I'm not really a fan of the last hit gets the kill. I like to get credit for what I did. I can't tell you how many times I unload hundreds of bullets at my target when they are -5% health only to get nothing except a bill for my ammo. Kill stealing has never been fun in any game imo. I mean if I really wanted to I can just outfit my eagle and sit and wait an hour for the AI to take down an Anaconda at the last second, but that is boring and exploitive imo.
I also wish trading was more lucrative more in the early game. Can't make a whole lot with such limited cargo, even more so when the economies are screwed up.

I really wish things weren't forced to be so boring, even combat as it's not nearly rewarding enough and still too buggy.

I'm still enjoying this game plenty though
 
Has anyone suggested turning off the 'report crimes against me' option? Police don't turn up. You don't shoot them. You get the kill.

Just a thought?
 

Antigonos

Banned
Exploiting solution 1:
If you equip your ship with heavy weapons, e.g. rail guns, cannons you can one shot some of the enemies. Then you only need to engage in combat with one of the enemies, which would give you a free pass to destroy any other ship.

Regarding solution 2:
it is a design decision. Yesterday I was delivering a killing blow in about 90-95% of cases in the war zone. Change you tactics so that your shot would be the killing one. It has always required some skill to hit the enemy at the right time to deliver a killing blow.

yes i tend to agree Aleksej. Its a skill thing as you actually CAN work on getting the last shot. Besides: The mechanic works in both ways. IMHO its good as is.

on the friendly fire im with the op, it should be A BIT! more foregiving.
 
Last Shot can be a pain, cant they work out the percentage

10 % Shields + 10 % Armour = 20% payout.
20 % Shields + 20 % Armour = 40% payout. - Recorded Kill
40 % Shields + 40 % Armour = 60% payout.
60 % Shields + 60 % Armour = 80% payout.
80 % Shields + 80 % Armour = 80% payout.

Without this type of reward there is no reason for people ( and forces them apart ) because it comes down to luck.

Also this would get rid of the players who would just run around tagging a target and running off to the next one.

One problem, the bounty is for the kill not for damaging the targets ship.
 
Has anyone suggested turning off the 'report crimes against me' option? Police don't turn up. You don't shoot them. You get the kill.

Just a thought?
Had anyone suggested reading the thread?

It fixes a small part of a bigger problem.

Time to time the police are already there or happen to fly by and a stray gatling shot hits them or just a civilian.
 
So basically it would be fine if police officers were pursuing bandits and one of them would accidentally shoot the other one because he/she got into the line of fire? You are responsible for any shot you make so you are responsible for not hitting innocent or friendly.

Your solution would ruin the game for a lot of people including myself. It is a completion to deliver the killing blow that makes the game interesting. There can be only one winner.

So if a civilian walks between the crossfire of a cop vs robber shootout and a stray shot from the police hits the civilian, does the cop go to prison.....Only in candyland....
 

Robert Maynard

Volunteer Moderator
The ai should flee from the area if he gets inbetween a firefight and got hit by a friendly unit and not mark the originator as an enemy and destroy him. Of course when there is continuous fire on him, this should be a crime. But only after he tryed to flee, made a radio contact with the ff initiator to stop shooting on him and when its continuous fire.

How would you suggest that it is handled if one player inadvertently hits another player while trying to hit a third ship?
 
Or when there is friendly fire between military or police, do the pedestrians open fire on the originator of the ff incident? Of course not. What sense would that make?

The ai should flee from the area if he gets inbetween a firefight and got hit by a friendly unit and not mark the originator as an enemy and destroy him. Of course when there is continuous fire on him, this should be a crime. But only after he tryed to flee, made a radio contact with the ff initiator to stop shooting on him and when its continuous fire.

Trouble here is that the AI doesn't seem to be scripted to avoid situations which lead to death. So they will happily suicide into you if you as much as bump their shields.
Sure some might attempt to warp out, after dumping their cargo, at like 5% hull hp. But not before trying their hardest to avenge the sanctity of their sacred shield.
Priorities!

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How would you suggest that it is handled if one player inadvertently hits another player while trying to hit a third ship?
First post in this thread, middle, underscored.
 

Robert Maynard

Volunteer Moderator
First post in this thread, middle, underscored.

Yes, apologies for not re-reading the OP - it is, however, exploitable.... Especially if a wing of players is attacking a wanted ship and another bounty hunter gets in on the act - the wing could take turns to damage the newcomer without penalty.

The issue with ignoring stray hits is the determination of when an attacker should be considered hostile so that the target can retaliate....

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I thought this topic was about the ai problem with friendly fire and the last hit mechanism but anyway, thats something where the players can make use of their free will and do as they please.

The topic always starts out that way - the difficulty is that determining a rule-set that covers all stray shot situations while at the same time allowing players to retaliate when hit is probably quite time consuming. The rule that we have at the moment, while unforgiving, is quite simple to apply and clear to all (if not necessarily agreed with).
 
Hi Seethe! Welcome.

For getting that last shot in, keep a multicannon handy. Not only are they good for knocking down hull in general, but the high rate of fire swings the odds greatly in your favour for that kill shot!
 

Robert Maynard

Volunteer Moderator
In my opinion it would make much more sense and would be more balanced if a bountyhunter gets a contract to kill a specific pilot and if that pilot is dead, the payment will get transfered. Then it doesnt matter who made the kill as long as the pilot is dead.

For this random encounter moments, i think there shouldnt be any payout because that should be a self defense act and the payout is that your still alive.
I am sure there are more elegent ways, but this is a plausible, easy and safe way to handle bountyhunters in this game. Also this could mean that there arent any specific locations where a BH can "farm" their money and that would mean that the possibility of a foreign kill would decrement alot because of 2 points, Money for contract and no specific locations.

Those are already available as targeted bounty hunting missions. To assign a mission to every wanted ship would probably result in mission spam in the stations - and would fundamentally change the sometimes opportunistic nature of bounty hunting.
 
Hi Seethe! Welcome.

For getting that last shot in, keep a multicannon handy. Not only are they good for knocking down hull in general, but the high rate of fire swings the odds greatly in your favour for that kill shot!

I'm not combat oriented, but wouldn't a beam weapon be best for the kill shot? Just thinking that it would be in constant contact and causing damage all the time, rather than as each round hits. As I say, I don't do combat so I may be off piste with that thought. ;)
 
Hi Seethe! Welcome.

For getting that last shot in, keep a multicannon handy. Not only are they good for knocking down hull in general, but the high rate of fire swings the odds greatly in your favour for that kill shot!

I have 3, still keep getting my kills stolen.
 
X game series always give you warning when you shoot an neutral NPC, if you keep shooting at sead NPC he turns red, why can't it be same in ED?
 
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