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Varangian Studio

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ghostfc3s

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About this mod

A change of the bounty system.

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Permissions and credits
This mod makes several changes to the bounty system while in space and ship capturing. 

My big issue with the spaceship portion of the bounty system is that it still works on line of sight and is very simple. This mod adds some complexity to it as well as a new tool to avoid collecting bounties.  

The first big change is to add in the concept of jurisdictions for bounties. The Freestar is not going to allow UC Sysdef or UC Navy or UC Privateers to engage in open hostilities inside their borders.  

Bounties against the player are now set up as regional jurisdictions. For example if the player has a UC bounty and is in Freestar Space, UC ships will not engage the player, unless the player attacks them.  

If the player collects a large enough bounty from one of the factions, then both factions will become hostile towards the player. Wanted level, and reputation has more of an impact. Think of this as a mutual aid agreement between the two nations or international arrest warrants. You become a big enough criminal in one nation and both will come after you if you are in their space. 

If you are in unclaimed space the factions in which you have a bounty may become hostile towards you. If you have a high enough bounty both major factions may become hostile towards you. 

Second is the wanted perk, if you collect a bounty over 3000 credits on either Freestar or UC the wanted perk is applied and you will have 3rd party bounty hunters come after you. Paying off the local bounty hunter will remove the perk short term however it will be reapplied until you clear your bounty with the factions. 

There is now a “privacy” scan jammer that can be installed on your ship. It can be purchased from ship vendors that sell shielded cargo systems.  It will prevent bounties from increasing while engaging in space combat. When engaged in combat they will jam outgoing reports of hostility and piracy.  The Jamming is short term as ships have countermeasures against jamming. Acts of piracy should still be done in semi isolation, in which you can destroy or board the ship in short order. 

Note: there is very little in game lore, or details about faster than light communication, other then there isn’t any. Which isn’t true, we hear companions talk about getting messages all the time, SSN is able to send out information quickly so there is some form of interstellar communications. I theorize that every ship acts as a P2P network node, so when a ship gravjumps, it will then transmit public and private communications to that system from that ship and then the data and messages can then be continued to be carried by other ships until it reaches its destination. 
The current vanilla bounty system would have to operate off a mix of P2P system and self reporting. The ships nav/IFF system would flag its own ship as hostile, calculate bounty and broadcast that to nearby ships and law enforcement.  


Update 1.1
Fixed an issue were bounties could be added after combat ended, the reset is on a 6 second timer. 6 seconds after combat ends the bounty will then be reset.
Added additional factions that on the game engine level have bounties and jails
UC FC Crimson Fleet House Varuun ECS Neon Paradiso
Removed some debug commands
System now functions on the ground, however unkillable NPC's still report crimes (not much I can do about that).


There is now a Military Comms Jammer 
It takes a weapon slot, and must be assigned to W2 to function correctly.
The MCJ needs 100% power to the weapon slot to function, it can be deactivated by lowering it 1 pip.
Using the MCJ in settled systems around law enforcement will cause them to go hostile, it is not set and forget system.
The system counts a contraband, however it can not be disabled and hidden like the civilian version.


It has NO TIME LIMIT to use, it is able to overcome counter measures and block communications. Mean you can now engage larger forces and not be under a time constraint to destroy them. 


Compatibility

The mod adds a new ship actor value to SpaceshipPartSummedValues that is needed to track when the scan jammer is installed. I am unaware of any mod that adds in a new actor value for ships. IF there is one, or one gets made a compatibility patch will be needed and can be made use SF1 Edit in a matter of seconds.  Simply add all the new ActorValues to patch esm to that formlist.