Star Citizen upgraded to ALPHA 2.2 with a bounty system

Star Citizen’s latest update alpha 2.2 has came up to the public servers. Alpha 2.2 has new playable ships. A lot of bugs and glitches that was found at the time of PTU sessions has been fixed. This new version adds a new reputation to the system and also brought about a bounty reward system to the game.Star Citizen ALPHA 2.2

The reputation system which they have added is one is one of the finest changes they have made till now. Your action will have consequences. So if you’re a kind of those griefers who wishes to blow up innocent pilot ships while they try fixing comm array, you will be a wanted man/woman.

All the patch notes are down bleow . Not to worry about FPS, its mechanics are working great. Though Star Marine hasn’t been fully integrated.

 

Bounty System

  • In an effort to improve security in the Crusader region while their local staffing is low, Crusader Industries has activated their “Bounty” system and encourages all pilots to hunt down any wanted criminals in their space.
  • Destroying an empty ship, colliding with a landed ship (in Monitored space), or disabling a Comm Array gives the offending character 1 level of Wanted Criminal.
  • However, these are not cumulative and will not take your character above 1 Criminal level.
  • Killing a player character or destroying an occupied ship (in Monitored space) gives 1 Cumulative level of Criminal.
  • Crusader Security AI will spawn and attack any Criminal (of any wanted level), that enters the area around Cry-Astro Station or Port Olisar.
  • There are 5 Criminal levels available. At Level 5 point, a global bounty mission is posted to all characters on the server instructing them to hunt down and kill the character.
  • Players who successfully complete the bounty mission for a Level 5 Criminal will find a Klaus & Werner ATT4 Energy rifle waiting for them in their bedroom on Port Olisar. Courtesy of Crusader Industries.
  • Each Criminal level adds 30 seconds of “jail time” to your respawn. When a Criminal is killed, they will be locked into their spawn-bedroom for the duration of their penalty time.
  • Players who die in Crusader with at least 1 level of Wanted Criminal, will respawn in a medium Outlaw loadout.
  • Those who die with Level 4 will be respawn in a different Outlaw loadout.
  • When a Level 5 Criminal is killed, they are removed from the server.
  • This functionality is for the purposes of testing of the system, as consequences within current game systems is limited.
  • When a Level 5 Criminal is killed, they are removed from the server.
  • This functionality is for the purposes of testing of the system, as consequences within current game systems is limited.
  • There are only two ways to reduce your Criminal level.
  • Waiting 10 minutes without committing a crime will naturally reduce the level by 1. There is a console in Security Post Kareah that you can “hack.” Each hack you initiate and complete drops your wanted level by 1.
  • However, each hack takes 1 minutes to complete, and other criminals can interrupt your hack by initiating their own.

 

Hostility System

  • Pirates and Crusader Security now recognize potential friends and foes.
  • Pirates will spawn to protect disabled Comm Arrays from non-Criminals.
  • Crusader Security will spawn to protect active Comm Arrays from Criminals.
  • Both will become much more aggressive toward anyone who takes action toward them.
  • When a character initiates combat with another character, the aggressor is flagged as “hostile” to the defender.

Defenders do not receive a penalty or a Wanted Criminal level for killing a player that initiated combat in Monitored Space.

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