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(Updated to direct players to the current method of resolving bounties placed on the player.)
(Updated to current Crime system, I think.)
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{{UpdateMe|This page is not yet updated to reflect 3.0 changes.}}
 
 
[[File:Anaconda-Bounty.png|thumb|300px|Anaconda bounty]]
 
[[File:Anaconda-Bounty.png|thumb|300px|Anaconda bounty]]
A '''Bounty''' can be incurred by shooting (either accidentally or deliberately) another player or NPC who is not wanted, or by letting a [[fine]] expire. A bounty will mark the player as "WANTED," which allows other players and security vessels to shoot the player on sight and collect the bounty. Once the player has incurred a bounty, a "WANTED" notification will be displayed in the HUD over the ship's [[HUD/Center#Signature|signature]]. Bounties have regional limitations. Any bounties in the current [[jurisdiction]] show up on normal ship scans (and will display as "WANTED"), but other bounties imposed by other jurisdictions will not show up unless a [[Kill Warrant Scanner]] is used to scan the target ship. Keep in mind that if a target has a bounty from another jurisdiction, but is not wanted in the current system, then attacking that target is considered hostile and will incur a bounty on the shooter (except in an Anarchy system). Some players will bait bounty hunters by advertising their wanted status, bounty, and location and then wait in a small cheap ship for destruction, gifting large sums to the collector; others may use a Sidewinder set to self-destruct. If you find yourself with a bounty, seek out an Interstellar Factions Contact(usually located in Anarchy systems), as this will allow you to pay off any and all bounties and fines without needing to be in the system you're wanted in.
 
   
==Fine==
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== Crime & Punishment ==
Fines can be incurred by breaking any docking rules, failing to deliver a mission in the allotted time, or attempting to smuggle stolen goods.
 
   
To pay off a fine, the player must visit a station in which the
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When breaking the law, there are three kinds of consequence; Fines, Bounties, and Notoriety. Fines are issued for minor infractions, bounties for larger ones, and Notoriety is gained for killing innocents, system security, or 'clean' bounty hunters.
fine-issuing faction is present. Activate Starport Services from your
 
ship's HUD, then select "Contacts". Your fines will be listed by the
 
Local Security Office and can be paid off there.
 
   
If the player does not pay off a fine before it expires (7 days) then the fine will turn into a bounty.
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Fines and bounties never expire, unlike previous implementations of crime systems in the game.
   
If the player is killed all current fines become legacy fines.
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=== Fines ===
   
Fines can be seen under the "Transactions" tab on the ship's left side menu.
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Fines are earned for minor infractions such as high-speed collisions in a starport's no-fire zone, abandoning transport missions, and being caught with stolen goods.
   
==Removing a Bounty==
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When you have a Fine, you'll be forced to use Anonymous Access and so won't be able to use all Starport Services until the fine is cleared. Fortunately, Fines can be cleared at the station's security contact - just pay the fine and you're good to go. Unlike bounties, having a Fine won't draw aggressive attention from the system's police/security forces, and it isn't legal for Bounty Hunters to destroy a ship just for having a Fine; you can safely dock at a station without having to resort to the same kind of covert docking techniques as favoured by smugglers or pirates. You won't be deported to a [[Detention Centre]] for paying fines either.
If you have accidentally shot a law enforcement ship, or committed an infraction where the Bounty states "ON H-JUMP" in the "Transactions" tab, jump out of the system and back into the system. The WANTED status will be removed and will be turned into a legacy fine which you can pay off at a space station.
 
   
The Transactions display tab (left HUD) will display a list of all active bounties incurred across all jurisdictions. Since the Powerplay update, commanders can no longer pay off their bounties but instead must wait for them to expire. Once the bounty has expired it will become dormant. A dormant bounty will not be displayed to other players or jurisdictions.<ref>[http://hosting.zaonce.net/elite/website/assets/ELITE-DANGEROUS-GAME-MANUAL.pdf Elite: Dangerous Handbook]</ref> A dormant bounty can be reactivated if the player is scanned by an NPC from the jurisdiction that issued the dormant bounty, or if the player commits a further crime in the jurisdiction that issued the dormant bounty. If the dormant bounty is detected in either of these ways within seven days it will become an active bounty again with a new seven day timer. If a dormant bounty is not detected within seven days then it is removed and becomes a legacy fine.
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=== Bounties ===
   
If, however, your ship is destroyed before the bounty becomes dormant then the following happens: If another ship detects the bounty and destroys you then the bounty is claimed and removed. If your ship is destroyed but the bounty is not detected, then the bounty becomes dormant (as above) immediately and can only be detected by authority scans by agents of the jurisdiction in which the bounty was gained.
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Bounties (not to be mistaken for [[Bounty Voucher]]s) are earned for damaging a "Clean" player or NPC, committing certain crimes (e.g. trespassing), destroying property (e.g. [[Generator]]s), and so on. Whilst there is a little leeway before earning a bounty, it seems to scale with whether or not the victim was actively targeted, the amount of damage inflicted, and the target's resilience to that damage; a smaller ship will be less likely to receive a bounty from hitting a larger ship with a small weapon, whereas a larger ship that accidentally obliterates a [[Sidewinder]]'s shields with a large plasma cannon blast is far more likely to get in trouble for it.
   
Since dying is effectively an instant way to remove a bounty, in a lot of situations it becomes more efficient to just buy a cheap Sidewinder and get killed to remove the bounty. To do this:
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Small bounties are limited to a Local jurisdiction; wherever that ship happened to commit a particular crime. However, if the bounty reaches a certain threshold (around 10,000cr) it is upgraded into an ''Interstellar'' bounty. That means if you manage to build up 10,000cr worth of minor bounties with a specific [[Federation]]-aligned faction, it'll be upgraded to a ''Federation'' bounty; you're fair game anywhere in Federation space. Note that having active bounties on your ship puts you at risk of random System Authority and Bounty Hunter interdiction whilst travelling in systems where you are Wanted.
# Turn in any combat bonds, bounty vouchers, cartographics and cargo you carry, as this will be lost when destroyed!
 
# Buy a new Sidewinder (storing your current ship at the station you're at).
 
# Let another Player or NPC kill you (you don't have to be killed by another CMDR to get your bounty removed, if an NPC scans and kills you the bounty will be removed too).
 
# Respawn in the insured Sidewinder at the station you were at (with bounty now removed), NOT the starting location free sidewinder.
 
# Retrieve your old ship.
 
# Sell the Sidewinder.
 
For removing high bounties this method is actually more cost efficient than the now non-functional repaying of whole bounty sum (since it just sets you back the re-sale loss of a Sidewinder), and it's much faster than waiting for 7 days.
 
   
== Legacy Fine ==
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Ships with a valid bounty in the current jurisdiction on them are marked as <font color="red"><b>WANTED</b></font> when targeted. Bounties for other jurisdictions can be revealed with a [[Kill Warrant Scanner]]; ships with bounties that are only valid in ''other'' jurisdictions will be marked as <font color="red"><b>WARRANT</b></font>. Destroying a <font color="red"><b>WANTED</b></font> ship awards [[Bounty Voucher]]s which can be redeemed at a relevant security contact or Interstellar Factor - but note that destroying a ship that has '''no''' valid bounties in the ''current'' jurisdiction '''is still considered a crime''', even if they possess bounties valid in ''other'' jurisdictions.
All bounties incurred by the player eventually become legacy fines within the jurisdiction in which the bounty was gained. When a bounty is removed, ''for whatever reason'', it is added as a legacy fine for the same amount and for the same jurisdiction. Legacy fines never expire and are automatically added to the rebuy cost if you restart in a station or outpost owned by that minor faction.
 
   
Legacy fines can be paid off at any station within the jurisdiction of the issuing minor faction.
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Bounties are attached to the specific ship they were earned in, and so can be managed somewhat; having spare ships to move around in whilst only committing crimes in specific ships is a potential option. A side-effect of this is that ship with active bounties will be "Hot", and the resale value of its parts are significantly reduced as a result.
   
Legacy Fines can also be paid off using the Interstellar Factors Contact. Do note that this method usually has an extra fee attached to it, so it is more expensive than paying the fine off at a station within the jurisdiction of the issuing faction.
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Bounties can be cleared one of two ways, assuming you have zero Notoriety;
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# Turn yourself in. This requires docking at a station aligned with the faction you're Wanted by, which can be risky in the first place - most larger stations have groups of patrolling security forces that will open fire if they detect an active Bounty. Once docked, however, you can speak to a local Security Contact and turn yourself in to pay off the bounty. You'll be deported to a nearby [[Detention Centre]], but will otherwise be unharmed.
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# Find an [[Interstellar Factors]] contact and pay off the bounty there. This is the safer and easier option; simply track down one of these contacts using the [[Galaxy Map]] or other tools, dock at the station they're at, and pay it off. No deportation, no having to fly back to where your ship was.
   
==Claiming a Bounty==
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Remember, though, that both options require that you have no Notoriety accumulated. It's also important to remember that the old tactic of clearing bounties with a sacrificial Sidewinder no longer works, as you'll still have to pay off the bounties when you respawn at the nearest [[Detention Centre]].
If the player destroys a ship with a bounty on its head, the bounty will then be transferred into the player ship's computer. All of the collected bounties can be viewed in the Transactions tab (left HUD). To claim the bounty the player must fly to a station under the jurisdiction of the faction that the bounties are registered with. Once docked the player must go to the Contacts section of the Station Services and choose to claim the bounties.
 
   
Players can also make use of the Interstellar Factors Contact to claim bounties. This will however have a fee attached to it, so players will get less credits than if they claim the bounty within the jurisdiction of the issuing faction .
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=== Notoriety ===
   
If your ship is destroyed, all unclaimed bounties that have not been cashed in at a station will be lost.
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Notoriety is earned specifically for ''destroying'' "Clean" player or NPC ships; one point per ship destroyed, up to a maximum of ten points. Acquired Notoriety fades at a rate of one point per two hours of ''active'' game time; the timer pauses whilst logged out or offline. It decays even whilst docked
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Unlike a bounty, Notoriety is attached to you, specifically, not your ships. It follows you everywhere no matter what you do.
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A high notoriety score has three main effects;
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# Elite [[Advanced Tactical Response]] units will be deployed in place of regular system security forces when a crime is committed.
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# Switching to a cheaper ship in order to reduce Rebuy costs when destroyed by System Authority or Bounty Hunters will not work; a modifier is applied to ''your'' Rebuy costs.
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# Destroying another player whilst ''you'' have high Notoriety will reduce ''their'' Rebuy costs.
   
 
==Notes==
 
==Notes==
* Major factions don't record crimes any more, only minor factions.<sup>Version 1.03</sup>
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* See Official FAQ on Crime & Punishment at the Helpdesk: https://support.frontier.co.uk/kb/faq.php?id=423
* When a bounty's timer wears off while you are still in the system you committed it in, the timer changes from a counter to showing 'ON H-JUMP'. Leave and return to the system; it will be converted to a legacy fine you can pay off.
 
*When a fine turns into a bounty the bounty will be active in all systems controlled by the faction who issued the bounty.
 
*See flowchart of fines & bounties <ref>[https://drive.google.com/file/d/0B00TuDphtYTCczNSMmlCUEJZZlk/view Uncle Jack's Guide to Crime & Punishment]</ref>
 
   
 
==References==
 
==References==

Revision as of 10:09, September 20, 2018

Anaconda-Bounty

Anaconda bounty

Crime & Punishment

When breaking the law, there are three kinds of consequence; Fines, Bounties, and Notoriety. Fines are issued for minor infractions, bounties for larger ones, and Notoriety is gained for killing innocents, system security, or 'clean' bounty hunters.

Fines and bounties never expire, unlike previous implementations of crime systems in the game.

Fines

Fines are earned for minor infractions such as high-speed collisions in a starport's no-fire zone, abandoning transport missions, and being caught with stolen goods.

When you have a Fine, you'll be forced to use Anonymous Access and so won't be able to use all Starport Services until the fine is cleared. Fortunately, Fines can be cleared at the station's security contact - just pay the fine and you're good to go. Unlike bounties, having a Fine won't draw aggressive attention from the system's police/security forces, and it isn't legal for Bounty Hunters to destroy a ship just for having a Fine; you can safely dock at a station without having to resort to the same kind of covert docking techniques as favoured by smugglers or pirates. You won't be deported to a Detention Centre for paying fines either.

Bounties

Bounties (not to be mistaken for Bounty Vouchers) are earned for damaging a "Clean" player or NPC, committing certain crimes (e.g. trespassing), destroying property (e.g. Generators), and so on. Whilst there is a little leeway before earning a bounty, it seems to scale with whether or not the victim was actively targeted, the amount of damage inflicted, and the target's resilience to that damage; a smaller ship will be less likely to receive a bounty from hitting a larger ship with a small weapon, whereas a larger ship that accidentally obliterates a Sidewinder's shields with a large plasma cannon blast is far more likely to get in trouble for it.

Small bounties are limited to a Local jurisdiction; wherever that ship happened to commit a particular crime. However, if the bounty reaches a certain threshold (around 10,000cr) it is upgraded into an Interstellar bounty. That means if you manage to build up 10,000cr worth of minor bounties with a specific Federation-aligned faction, it'll be upgraded to a Federation bounty; you're fair game anywhere in Federation space. Note that having active bounties on your ship puts you at risk of random System Authority and Bounty Hunter interdiction whilst travelling in systems where you are Wanted.

Ships with a valid bounty in the current jurisdiction on them are marked as WANTED when targeted. Bounties for other jurisdictions can be revealed with a Kill Warrant Scanner; ships with bounties that are only valid in other jurisdictions will be marked as WARRANT. Destroying a WANTED ship awards Bounty Vouchers which can be redeemed at a relevant security contact or Interstellar Factor - but note that destroying a ship that has no valid bounties in the current jurisdiction is still considered a crime, even if they possess bounties valid in other jurisdictions.

Bounties are attached to the specific ship they were earned in, and so can be managed somewhat; having spare ships to move around in whilst only committing crimes in specific ships is a potential option. A side-effect of this is that ship with active bounties will be "Hot", and the resale value of its parts are significantly reduced as a result.

Bounties can be cleared one of two ways, assuming you have zero Notoriety;

  1. Turn yourself in. This requires docking at a station aligned with the faction you're Wanted by, which can be risky in the first place - most larger stations have groups of patrolling security forces that will open fire if they detect an active Bounty. Once docked, however, you can speak to a local Security Contact and turn yourself in to pay off the bounty. You'll be deported to a nearby Detention Centre, but will otherwise be unharmed.
  2. Find an Interstellar Factors contact and pay off the bounty there. This is the safer and easier option; simply track down one of these contacts using the Galaxy Map or other tools, dock at the station they're at, and pay it off. No deportation, no having to fly back to where your ship was.

Remember, though, that both options require that you have no Notoriety accumulated. It's also important to remember that the old tactic of clearing bounties with a sacrificial Sidewinder no longer works, as you'll still have to pay off the bounties when you respawn at the nearest Detention Centre.

Notoriety

Notoriety is earned specifically for destroying "Clean" player or NPC ships; one point per ship destroyed, up to a maximum of ten points. Acquired Notoriety fades at a rate of one point per two hours of active game time; the timer pauses whilst logged out or offline. It decays even whilst docked

Unlike a bounty, Notoriety is attached to you, specifically, not your ships. It follows you everywhere no matter what you do.

A high notoriety score has three main effects;

  1. Elite Advanced Tactical Response units will be deployed in place of regular system security forces when a crime is committed.
  2. Switching to a cheaper ship in order to reduce Rebuy costs when destroyed by System Authority or Bounty Hunters will not work; a modifier is applied to your Rebuy costs.
  3. Destroying another player whilst you have high Notoriety will reduce their Rebuy costs.

Notes

References

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