DevTracker: About Bounties

Losing bounty claims upon ship destruction is to support risk versus reward game play - whilst there may well be ways to describe the process to make it sound plausible in terms of realism, this risk versus reward concept is the reason we made the game work this way, and in fairness, it's unlikely to change.
Elite Dangerous

Whenever your ship is destroyed by a vessel (human or AI) that knows about a bounty, you will be left with a "legacy fine" for it, payable to the faction that issued the bounty. This fine will never expire or time out - it's basically a personal penalty that cannot be exploited by anyone to generate free credits. Any bounties that are not known about by the vessel that destroys your ship will become dormant bounties, that can be reactivated by normal dormant rules (detection by authorities from the faction that issued the bounty).

Legacy fines would have to be paid off only if you respawned at a starport or outpost controlled by the faction that issued the bounty that the fine came from.

Targeted hits will be instant bounty. Accidental damage will be for shielded non-targeted ships only, and at a low damage threshold. It's just to stop the odd stray bullet or weak laser fire from triggering instant bounties. It's not based on a damage per second rate either, so someone who keeps deliberately hitting a ship with the odd shot will get a bounty pretty quick.

Posted by Kornelius on 2015/04/27 23:43:35. Report
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