Closed Tkael closed 5 years ago
Notoriety and Murder
• Commanders gain a Notoriety rating, a value between zero and ten.
• Notoriety increases by one whenever a Commander commits a murder crime.
• Notoriety decays one unit every 2 hours of time when you’re logged in the game back down to zero.
• For each level of notoriety, murder bounty values are increased by a fraction of the perpetrator's rebuy cost - the higher the notoriety, the bigger the fraction.
• If the victim is a Commander (a player rather than an NPC) then you pay 10% percent per point of notoriety of the difference between your base rebuy cost, factoring in engineering, and the victim’s rebuy cost. If your cost is less than your victim’s, this will be zero. This is to de-incentivise destroying smaller ships than your own. This number, as well as others in the Beyond update, will be revisited and tweaked after launch to make sure the game is as balanced and enjoyable as possible.
• In addition, Commanders that are destroyed have their rebuy cost reduced based on the notoriety level of their murderer - the more notorious the assassin, the bigger the discount on rebuy cost for the victim.
• Notoriety is linked directly to the Commander, regardless of which ship they fly in.
• Any Notoriety means the interstellar factors cannot clear your fines or bounties.
Rules for crime & punishment explained here: https://forums.frontier.co.uk/showthread.php/406433-Massive-flaw-in-the-new-Crime-and-Punishment-Selling-credit-for-real-money?p=6401954&viewfull=1#post6401954
Ship and module hot
parameter is sufficient for tracking pending fines and bounties.
Data is available for Cottle scripting (by iterating through the criminal record and filtering the faction reports for a specific ship ID) to determine the amount required to clear a hot ship.
The crime monitor now addresses this fully.
~Add~ (moved to #788)PayBounties
event