RFC: Bounties and Galcop law
Posted: Sun Jul 15, 2012 1:52 pm
Currently, the following things in the core game can affect a ship's bounty after set up:
They are not intended to apply to police ships (and if a police ship does end up with a bounty, it will be removed), and do not apply to Thargoid ships in current trunk.
General:
A - fired missile at a police ship with an ECM system (bitwise OR with 64)
B - caused energy damage to a police ship (bitwise OR with 64)
C - a police ship accepts a distress call from a ship targeting you (bitwise OR with 8.)
D - distracted someone attacking a police ship and police ship thanks you (20% reduction in bounty)
E - attacked main station (bitwise OR with 96 or 64, depending on current legal status)
F - entered new system (halved)
G - shot someone while in view of cops or station (bitwise OR with value set in cop/station AI - 7 for cops, 15 for station)
H - ship switches target to a clean target, or offender ship switches target at all, and the previous target thanks the new target, whether or not the police are watching (ADDITION: 5-20Cr.)
In 1.76 "H" is in practice NPC only as the player switching target never gets noticed in that way. This could change in future, though, if the way NPCs considered the player's targeting changed.
Player only:
I - using escape pod (reset to zero)
J - entered new galaxy (reset to zero)
K - illegal exports (bitwise OR with total goods penalty)
L - paid fine (and carried out community service) on docking (reduced according to size of fine)
M - destroying police ship (bitwise OR with 64) though unless you destroy the cop by ramming them, this will have no effect as A or B will already have done this
NPC only:
None of these require "the law" to actually notice the crime!
N - offender mothership accepts new clean escort (ADDITION: 1-15Cr.)
O - clean escort accepted by offender mothership (ADDITION: 1-15Cr.)
P - ship with role "pirate" destroys ship with a bounty (ADDITION:target's bounty)
Note that N and O are unrelated to the modification of escort ship bounties that occurs when the original escorts are created.
Proposals:
There are two things I'd like to neaten up:
What do you think?
EDIT: Fix unwanted smiley
They are not intended to apply to police ships (and if a police ship does end up with a bounty, it will be removed), and do not apply to Thargoid ships in current trunk.
General:
A - fired missile at a police ship with an ECM system (bitwise OR with 64)
B - caused energy damage to a police ship (bitwise OR with 64)
C - a police ship accepts a distress call from a ship targeting you (bitwise OR with 8.)
D - distracted someone attacking a police ship and police ship thanks you (20% reduction in bounty)
E - attacked main station (bitwise OR with 96 or 64, depending on current legal status)
F - entered new system (halved)
G - shot someone while in view of cops or station (bitwise OR with value set in cop/station AI - 7 for cops, 15 for station)
H - ship switches target to a clean target, or offender ship switches target at all, and the previous target thanks the new target, whether or not the police are watching (ADDITION: 5-20Cr.)
In 1.76 "H" is in practice NPC only as the player switching target never gets noticed in that way. This could change in future, though, if the way NPCs considered the player's targeting changed.
Player only:
I - using escape pod (reset to zero)
J - entered new galaxy (reset to zero)
K - illegal exports (bitwise OR with total goods penalty)
L - paid fine (and carried out community service) on docking (reduced according to size of fine)
M - destroying police ship (bitwise OR with 64) though unless you destroy the cop by ramming them, this will have no effect as A or B will already have done this
NPC only:
None of these require "the law" to actually notice the crime!
N - offender mothership accepts new clean escort (ADDITION: 1-15Cr.)
O - clean escort accepted by offender mothership (ADDITION: 1-15Cr.)
P - ship with role "pirate" destroys ship with a bounty (ADDITION:target's bounty)
Note that N and O are unrelated to the modification of escort ship bounties that occurs when the original escorts are created.
Proposals:
There are two things I'd like to neaten up:
- the player should not get special treatment (I-L, N and O don't break this as in theory they might apply if you ever saw the other type of ship doing that)
- all bounty increases should be by bitwise OR, not addition, to stop bounties getting ridiculously high
- Make reason A apply even if the police ship does not have an ECM system. (B would apply anyway if the missile hit, but it seems to be an unintentional omission)
- Remove reason H. Its existence has already been questioned in this thread. It's major problems are: it can happen without the police around; it can't happen to the player for no obvious reason; it uses addition rather than bitwise OR so the bounty can reach ridiculous levels.
- Make reason M apply to non-station NPCs as well, though it's unlikely to happen in practice.
- Remove reason N, as the mothership will already have a bounty, there doesn't seem to be a reason it should get more, and this happens even if the cops aren't looking.
However keep reason O, even though it doesn't make much sense, to prevent the player being attacked by a Clean escort for a pirate Python in the core game. - Remove reason P, since it doesn't seem to make much sense. Why do pirates' bounties increase when they kill another offender (or a Thargoid)? Is there some Highlander-style "ultimate pirate" competition? Truth is, we don't know.
What do you think?
EDIT: Fix unwanted smiley