tinker wrote:Coming at this idea from another angle.
I see the attraction for some people of being a pirate and would like to see more varied AI behaviour from ships I pass in the night, but I have no interest in being a pirate, though I am not averse to following them about at times and scooping cargo from their victims.
I play differently than most people seem to, for me the challenge is to live long and prosper without fighting, in two years of pleasurable playing I have only just got over 120 kills.
One of the drawbacks as I see it is you can only be clean, offender of fugitive. Should there not be some other status settings such as "squeaky clean" and "Mmm Shiney" as well as perhaps something even worse than fugitive such as being on the "most wanted" list. I realise this would be more complex to add as the Oolite core uses bounty to calculate offender status and the new status' would imply a negative bounty but it would mean that someone who is clean for months would not suddenly get offender status for the next few days because of one small slipup.
Having more offender status levels would then, together with some ideas from earlier in the thread, would make it possible to carve different career paths and create lots more faction options.
It might be better if this level of refinement was in the game, but kept hidden from the player. Keep the same public rankings – Clean, Offender and Fugitive – but allow variations in AI behaviour based on more subtle shadings that take into account things like kill count, length of time in any one legal state, etc., while keeping these shadings secret. I think having other ships gradually change how they behave, depending on how you behave, without any overt change in your legal standing, would be more interesting. Making it a public score feels too "gamey", if you know what I mean.
I'm not sure, though, if you could accrue good behaviour to offset criminal activity: I think any crime – accidental or otherwise – should tip you into Offender status, even if you've been a total Goody-Two-Shoes since leaving Lave. Maybe, though, a high "good behaviour" score might reduce the time it takes to lose a criminal ranking, or reduce the original crime score (a bit), or make it slightly less likely that the police will attack you, or – assuming the crime is small enough – allow you to absolve the offence with a fine and a bit of scrubbing the docking bay.