My exact thought . People just buying into bullshit . <| sep |> Jesus Dez ' s catch radius is huge <| sep |> u can always get vetements snoop tee <| sep |> So are we living in a Black Mirror episode ? <| sep |> I have an idea on bounties specifically . The level of bounty placed on a person or organization should dictate how willing NPC ' s are to attack them , affecting a sort of riskreward model in the AI . So , if a faction really wants to discourage someone from attacking their ships , they increase the level of bounty they place on transgressors . This could work the same way with player organizations increasing the bounty they place on people who attack their members could be a way of balancing how orgs spend their money . If a big org ' s bounties are negligible , then NPCs and other players will be less likely to go after their targets , and that will open them up to more attacks . The need for big organizations to spend money on bounties could become a moneysink to reduce inflation . This would tie into another idea i had , about having organizations automatically gain NPCs that populate the gameworld doing generic tasks like cargorunning , and tying those NPC ' s to the org ' s finances . I know Chris Roberts doesn ' t like passive income , but this could be useful for emergent gameplay , and he already stated that he wants the universe to be mostly populated by NPCs anyway . The bigger an organization gets , the larger the amount of NPCs and assets under their control , and the greater the need to spend money on things like security and bountyhunting . This could be a moneysink for large player organizations that limits their ability to infinitely amass resources . With size could come diminishing returns . mo ' money , mo ' problems