The player's bounty isn't halved for misjumps, which is the correct behaviour, and should be applied to NPC's as well.
By the way: scripted NPC misjumps are a cool addition to the game.
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Because it makes it too easy to become clean by a series of misjumps. This would allow you to become clean before arriving in the very next (close-by) system, which defeats the idea of your legal status staying with you for a while.Micha wrote:TBH, I'm not entirely sure why a misjump shouldn't reduce your bounty.
Elite-legacy, I think. My guess is that the bounty reduction was done by a simple bit rotation in the byte(s) which stored the player bounty. Seems the least memory-consuming way of doing it. And as the player never knew his exact bounty anyway, only the 'offender' or 'fugitive' string, it didn't matter how it was done internally.Micha wrote:Or why the bounty should be exactly halved on each successful jump.
This is, of course, the very basis on which Anarchies.oxp was created in the first place. In fact, Arexack_Heretic came up with some ideas based on calculating bounties for offences committed in each of the 256 systems of a galaxy, and making the final bounty an average of the bounties in the closest systems, also degrading over time. That was in the times of Oolite 1.65, however, and was way beyond what could reasonably be done in legacy scripting.Micha wrote:Surely it should degrade based on time and possibly distance from place of offense.
Might get a bit much though to track each offense by date & system, and then recalculate your 'current-system-bounty' based on your list of unexpired offenses.
I consider forced misjumping to be a game-cheat. Personally (others may disagree) I don't think Oolite should code around this 'feature'. At the very least I'd add more, and stronger, Thargoids if the game detects forced mis-jumps rather than accidental ones.Commander McLane wrote:Because it makes it too easy to become clean by a series of misjumps. This would allow you to become clean before arriving in the very next (close-by) system, which defeats the idea of your legal status staying with you for a while.Micha wrote:TBH, I'm not entirely sure why a misjump shouldn't reduce your bounty.
Yes and no.Commander McLane wrote:My main problem with a system-based bounty calculation—apart from how to do it—is that legal authority lies—at least partly—with GalCop, not with the individual systems.
I suggested there being generally NO Thargoids on the 2nd and subsequent deliberate misjumps. And there should be NO bounty change at all for misjumps. Only when you arrive in an ordinary system should the bounty be reduced...and even then, not by as much as was previously done by standard Oolite. Halving is silly if you're a fugitive...Anarchies OXP reduced by only about 0-20 points seems to make more sense.Micha wrote:I consider forced misjumping to be a game-cheat. Personally (others may disagree) I don't think Oolite should code around this 'feature'. At the very least I'd add more, and stronger, Thargoids if the game detects forced mis-jumps rather than accidental ones.