Do aktualizacji (notka dla siebie w zasadzie

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Crime and Ship Destruction (Coming Soon)
At 3.0 launch, you will respawn at a starport of the faction that controls the system when you are clean rather than the faction who controlled the jurisdiction you were destroyed in, and will pay bounties and fines for this jurisdiction, along with bounties detected.
Whilst 3.0 rules work, the changes proposed below will make the system clearer and work better with the revised Kill Warrant Scanner, which will be updated at the same time.
• When a hot ship is destroyed where it is wanted the Commander will respawn at the nearest Detention Centre.
• There are lots of Detention Centres in human space.
• When respawning at a Detention Centre, a Commander *must* pay off their bounty or fine for the jurisdiction where they were destroyed and any bounties detected by a Kill Warrant scan, in addition to their rebuy cost - all other bounties and fines remain attached to the ship.
• When a ship is destroyed where it is not wanted it will respawn at a starport owned by the jurisdiction’s controlling faction.
o If there are no appropriate starports, it will respawn at the last port it was last docked at.
• When a ship is destroyed where it is not wanted but hostile to the jurisdiction’s controlling faction, it will be deported and respawn at the nearest Detention Centre.
This change makes the crime flow more consistent and plausible and ensure you will not be trapped by re-spawning in a station you are hostile.
Kill Warrant Scanner (Coming Soon)
The Kill Warrant Scanner in its current form will detect the single largest bounty on the scanned ship. However, based on in-depth feedback and dialogue on the forums we are looking to release an updated version.
We’ve listened to and incorporated all of the feedback regarding the Kill Warrant Scanner and we’re pleased to reveal the following solution. It addresses all of the concerns, from collecting bounties in different systems, to safeguarding reputation, to tactically supporting factions, to actually allowing the scanner to grant a kill warrant!
• The Kill Warrant Scanner detects all bounties issued by system factions in every system.
• The Kill Warrant Scanner grants a license to kill if at least one detected bounty is issued by a faction that is aligned to the same superpower as the current jurisdiction.
• When used, the Kill Warrant Scanner prevents reputation loss for destroying ships, except criminally aligned vessels.
• NPC ships can have bounties for factions not present in the current system, favouring nearby systems where possible.
Making this change involves a significant amount of under the hood changes to the way bounties are generated, which increases the robustness of the whole bounty system. This has meant that this Kill Warrant Scanner update will deploy a little after Chapter One’s launch.
Superpower Bounties (Coming Soon)
These are not currently in the game but are an important compliment to our core fixes that will be rolled out with the Kill Warrant Scanner update.
• When you gain five or more bounties for factions aligned to the same superpower, a superpower bounty is issued against you.
• Superpower bounties are valid for every jurisdiction aligned to the superpower.
• Superpower bounties are detected by a basic scan.
• When a superpower bounty is detected, all bounties issued by factions aligned with the superpower are also detected.
• Superpower bounties grant credit rewards and reputation for the superpower.
We’ve looked at all of the feedback concerning bounties, background simulation and the Kill Warrant Scanner, and these rules are the result. Because they are changing from our original interpretation, they will be deployed along with the update to the Kill Warrant Scanner and ship destruction rules tweaks.
Superpower bounties add consequence to those who commit crime sprees across multiple systems. They also help define clear boundaries between Empire, Federation and Allied space.