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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.04 03:47:00 -
[1]
This is a complete re-write for the bounty system. The only thing that remains the same is how players place a bounty on another player (ie, right click, place bounty, can only do on people with a negative sec status). I have posted it some place before but I cant find it to bump it.
First. Add a skill.. Bounty Hunter? It can be a social skill if you want.. Use will be described below.
As a bounty hunter you may take bounty jobs. These jobs will pick a player at random in the region you are in (when you ask for the job, or however often the server updates locator agents so as not to add any more stress to the server) who has a bounty on them. You may take 1 job (or x jobs, needs to be play tested) per skill level. Jobs will expire in 1 week. The jobs should be completely random so someone having a job on a player should not stop someone else from also being able to get that job. This will mean that in any given point some players with bounties will have multiple people after them, and some wont have any.
Once you have a 'job' on a player with a bounty you automatically get podding/kill rights on that player. The players that has the bounty on them is NOT advised that you have the job on them, you don't appear as a star on the overview, etc. You get the bounty if you can pod that player in the time allowed.
Once the jobs expire or you complete it, you can apply for new jobs.
PROs: - Stops people podding themselves with an alt as there will be virtually no way of picking up their own alt as a job. - Promotes a 'bounty hunter' job as you need a specific skill (plus locator agents to be any good) - Podding rights means if he is your mark and in highsec, you don't have to make a choice on killing him or not.
CONs: - You don't get a reward if you happen to kill someone that has a bounty on their head. - Tracking individuals is HARD work in this game. You are GOING to get people who are just passing through from time to time. (Hence allowing more than 1 job at a time). - You are also likely to get people who don't log on at the same time you do. (Perhaps only give out the job if the target is online?)
Questions/Comments?
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Cyrdax
Interstellar Brotherhood of Gravediggers Privateer Alliance
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Posted - 2009.05.04 03:58:00 -
[2]
your heart's in the right place but it seems like it wouldn't really make an impact, except to cut down on vanity bounties and make newbies lose a lot of ships attacking people they can't possibly kill
--- tv where the horn go, boy can you top that? |
Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.04 04:04:00 -
[3]
Originally by: Cyrdax your heart's in the right place but it seems like it wouldn't really make an impact, except to cut down on vanity bounties and make newbies lose a lot of ships attacking people they can't possibly kill
Well no system will compensate for a noobs lack of ability.. I would have thought it would actually make a bounty worth being placed, and that's really the only point in a bounty system anyway.
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Solomon XI
The Estovakian Militia.
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Posted - 2009.05.04 05:16:00 -
[4]
Edited by: Solomon XI on 04/05/2009 05:16:37
Originally by: Lana Torrin the players that has the bounty on them is NOT advised that you have the job on them, you don't appear as a star on the overview, etc.
You had me sold up until that point. There should be risk in bounty hunting. I'm for the idea if this is not implemented.
The idea sounds pretty good and would make being a space cowboy even better.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.04 05:45:00 -
[5]
Originally by: Solomon XI Edited by: Solomon XI on 04/05/2009 05:16:37
Originally by: Lana Torrin the players that has the bounty on them is NOT advised that you have the job on them, you don't appear as a star on the overview, etc.
You had me sold up until that point. There should be risk in bounty hunting. I'm for the idea if this is not implemented.
The idea sounds pretty good and would make being a space cowboy even better.
Hey im all for changing it if thats what people want.
The idea of keeping it secret was to deliberately put the target at a disadvantage and therefor mean putting a bounty on someone actually means something.. Having a bounty in highsec right now in basically meaningless and this way the person is never quite sure if someone is after them or not..
I do see your point though, being the bounty hunter in this case would be a bit easier. Still not 100% safe though, because as soon as you fire they will get agro back and they can still shoot you, and if you don't kill them on the first try they will have marked you as a possible threat by the next try.
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Bonny Lee
Caldari The Guardian Agency Guardian Federation
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Posted - 2009.05.04 09:38:00 -
[6]
Edited by: Bonny Lee on 04/05/2009 09:38:31 I like this idea. Perhaps the target should be informed with a mail, that a new bounty hunter is after him but not the name of the hunter. So he knows that space is dangerous now but dont knows who the hunter is.
But at all: great idea far superior to the current system.
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Admiral IceBlock
Caldari Northern Intelligence BricK sQuAD.
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Posted - 2009.05.04 11:49:00 -
[7]
I like this idea aswell. Very good. I'll actually bring it with me if I get voted for CSM.
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Seishi Maru
M. Corp Mostly Harmless
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Posted - 2009.05.04 11:57:00 -
[8]
The idea seems pretty good really. But if you want the hunted to not know its beign hunted than it should be possible to put bounties only on characters with a certain low standing.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.05 00:06:00 -
[9]
Originally by: Bonny Lee Edited by: Bonny Lee on 04/05/2009 09:38:31 I like this idea. Perhaps the target should be informed with a mail, that a new bounty hunter is after him but not the name of the hunter. So he knows that space is dangerous now but dont knows who the hunter is.
But at all: great idea far superior to the current system.
Ooo.. I like the idea of sending them a mail telling them that someone is after them. Should also act as a small incentive to not do criminal acts in highsec.
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Kalintos Tyl
Minmatar
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Posted - 2009.05.05 09:16:00 -
[10]
come get my bounty i wil lwait for you ;]
60D GTC - shattared link |
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Poreuomai
Minmatar Mirkur Draug'Tyr Ushra'Khan
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Posted - 2009.05.05 13:35:00 -
[11]
This is a nice idea - I like it.
Let My People Go |
oMAKo
Gallente Kiroshi Group Exiliar Syndicate
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Posted - 2009.05.06 14:56:00 -
[12]
Originally by: Bonny Lee Edited by: Bonny Lee on 04/05/2009 09:38:31 I like this idea. Perhaps the target should be informed with a mail, that a new bounty hunter is after him but not the name of the hunter. So he knows that space is dangerous now but dont knows who the hunter is.
But at all: great idea far superior to the current system.
yeah, i'd want the target to know they were being hunted. But the bounty amount should remain hidden. This way you wont get people podding themselves as the value could be as little as 1mil isk. ------------- Kiroshi Group ------------- |
ArmyOfMe
The Athiest Syndicate Advocated Destruction
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Posted - 2009.05.06 15:02:00 -
[13]
Edited by: ArmyOfMe on 06/05/2009 15:02:42 not a bad idea, but it needs some more work
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Firvain
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Posted - 2009.05.06 15:20:00 -
[14]
yeah i agree the idea is very nice that you can fight in hi sec for the bountie, but as stated now the hunted has a serieus disadvantage, of not knowing he is beeing watched and always have to react at beeing shot at.
So i also opt for that the hunted gets a message saying he is a mark for someone
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Mikal Drey
Atlas Alliance
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Posted - 2009.05.06 15:20:00 -
[15]
hey hey
I would still like to see tradeable killrights introduced
Shattered Crystal - 60 day GTC
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Kinuko
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Posted - 2009.05.06 16:17:00 -
[16]
Wow, this is really great idea Lana.
I hope someone from CCP will read this. |
omgdutch2005
Gallente Advanced Planetary Exports Intergalactic Exports Group
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Posted - 2009.05.06 16:17:00 -
[17]
yeah would be nice if you have some sort of guys /w bounty vs bountyhunters :) |
Feilamya
Minmatar
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Posted - 2009.05.06 17:20:00 -
[18]
The killrights system is fine the way it is. No need to mess with it because something else is broken.
The bounty system is broken and serves no purpose. Just remove it, and the problem is solved.
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Some Advisor
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Posted - 2009.05.06 17:31:00 -
[19]
Edited by: Some Advisor on 06/05/2009 17:31:24 kinda interesting idea.
One random thought to throw in: depending on Bounty amount, things change maybe "low bounty" allows that the "job" is available up to X ppl (so limiting the impact that maybe 100 ppl suddenly have the "job" of getting that poor doode)
higher bounty rises the chance that "this" job gets assigned to more players
thoughts? (but then. what happens to ppl with low bounty? and what IS a low bounty?)
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Mikal Drey
Atlas Alliance
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Posted - 2009.05.06 17:51:00 -
[20]
Originally by: Feilamya
If you think about it, you should also understand why the problem of people collecting their own bounty really exists: You can get the reward without causing any damage to the target. Such a system is doomed to fail.
the price of the bounty must exceed the price of the pod.
would you really self destruct for a 5k bounty ? the price of the bounty becomes part of the problem. you could easily go around setting 5k bounties on people purely to get them into the system. which in itself causes more troubles.
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RedSplat
Heretic Army
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Posted - 2009.05.06 18:01:00 -
[21]
So how about letting players with sub -5 sec place bountys on ANYONE, carrying with it a fairly nasty Sec. penalty on placement.
The idea being that criminal organizations know there is a price on person 'x's head.
Bring me the head of alfredo garcia and all that jazz
Originally by: CCP Mitnal
I don't sleep. I am always here. Watching. Waiting.
Originally by: CCP Mitnal it does get progressively longer.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.07 11:04:00 -
[22]
Originally by: RedSplat So how about letting players with sub -5 sec place bountys on ANYONE, carrying with it a fairly nasty Sec. penalty on placement.
The idea being that criminal organizations know there is a price on person 'x's head.
Bring me the head of alfredo garcia and all that jazz
Could be introduced as a totally separate system with the same mechanics? ie, it works the same way as the bounty system but you have to be -5 to place them, and the 'hits' are picked up from completely different agents to the bounty ones? Found in lowsec or pirate sections of space?
Could be fun!
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Father Yarrr
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Posted - 2009.05.17 07:51:00 -
[23]
i say throw out bounties and make kill rights sellable. giving a mail to the target that the rights to his death have been sold, not naming who has the rights but having a red star on all parties involved (except the seller)
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Rex Luciferi
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Posted - 2009.05.17 11:20:00 -
[24]
This would get my vote.
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Great Artista
Caldari Veto. Veto Corp
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Posted - 2009.05.17 12:24:00 -
[25]
As a pirate, I agree with the idea, it makes bounty hunting a true profession and by limiting who can collect the bounty at a time, the bounty has more time to grow = increasing the rewards of bounty hunters.
Good thinking, op! ____ Rockets need a boost. CCP status: [_] Told. [x] Not told.
◕◡◕
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Izo Azlion
Veto. Veto Corp
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Posted - 2009.05.17 12:37:00 -
[26]
I like this idea too! Bounty Hunting does need a rework. Maybe we could get some feedback off CCP? <3
Izo Azlion.
---
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Hirana Yoshida
Behavioral Affront
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Posted - 2009.05.17 13:02:00 -
[27]
Copy/Paste from similar thread in F&I forum:
Kill-rights (KR) are a good system, but it is marred by the time and changes that has occurred since its introduction. There has been some excellent suggestions made in this regard, the best ones try to use them to create a proper bounty hunting profession by making KR transferable.
My counter proposals: 1. Make "Kill Rights" transferable through contracts and a new revamped bounty interface. Shopping for KR in a region/constellation or by name/price. 2. Introduce a second tier to bounties. Tier 1 is 'as is', can be set by anyone and applies to pod. Tier 2 is set by transferred killrights and applies to ship. 3. A tier2 bounty is automatically applied to the perpetrator as a percentage of the transfer cost, ISK taken from transfer cost (sort of like some now, rest on completion). 4a. Introduce one to three tiers of KR. 4b. The tiers could run 2 weeks, 1 month, 2(or 3) months, tailored to be used for different crimes.
Do it this way and you have a brand new profession: 1. Can flippers get the 'short' KR slapped on them allowing bounty hunters to live in the "grief zones". 2. Interfering with a battle or killing someone in low-sec slaps the 'medium' on a pilot. 3. Killing someone without retaliation in high-sec gets you the 'long' KR.
In this fashion you not only create a new profession but limit the can-flipping griefers as well as the heavy use of neutral alts used for ECM and RR. PvP gets a chance to thrive with marginal changes to the daily lives of the people involved.
PS: Sending an automated mail to the evil-doer saying that the KR has been sold/transferred is just evil .. I like it! Paranoia for the win!
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WarlockX
Amarr Free Trade Corp
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Posted - 2009.05.17 13:31:00 -
[28]
In theory it sounds good, one thing that would be annoying tho is given the fact that you cant pick a job you'd keep getting jobs for 5,000isk or how ever much isk some newbie placed on a random target. ----------------------------------------------- Free Trade Corp - Flash page
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Enden Assulu
Caldari Blood Money Inc. Blood Money Cartel
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Posted - 2009.05.17 15:29:00 -
[29]
Edited by: Enden Assulu on 17/05/2009 15:30:26 Maybe the higher the bounty the more likely you are to have people assigned to you? So there would be a reason for putting a big bounty on someone's head, maybe :P
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George Mccloud
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Posted - 2009.05.17 16:34:00 -
[30]
Edited by: George Mccloud on 17/05/2009 16:34:37 If the target has to be online and in your region then there's still a flaw to this system. You can log on to your main with a bounty on his head just after the downtime in a region which isn't visted often and log on to your alt as well. The alt will try to get the bounty on your main char. If you log on fast after the downtime then the chances are that you will get the job for your own char.
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Amy Mouse
Intersteller Manufacturing
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Posted - 2009.05.17 23:10:00 -
[31]
I haz too many killrights and am a pirate YARRR wouldnt too many killrights already in system bog the servers down? I think i have accumulated over 200-300 killrights once.
i think you should just get rid of dumb killrights system, it doesnt work anyway. and on an added benefit for me, i wont accidentally click on killrights button and freeze out my eve client
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Halycon Gamma
Caldari The Flying Tigers United Front Alliance
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Posted - 2009.05.17 23:58:00 -
[32]
I don't agree with the fact that the person having a bounty put on them must be negative security status. The only limiting factor I'd agree with on whom a bounty can be put on is that someone within their first 30 days of playing is safe from the bounty system, regardless of security status..
Also, as for "knowing" if someone is hunting you.. have it as they don't know. But if they also have the bounty hunter skill of sufficient level, they can "lookup" if anyone has placed a bounty on them for a small fee.
Also get rid of the silly bounty tags on players. I don't want to see vanity bounties, nor do I want anyone to know who a bounty has been placed on, unless they are assigned said bounty, or they spend the isk to find out if one is placed on them. Instead if people want their epeen, add in a board that lists "highest bounties collected this day/week/month/year/whatever". This can either be cumulative, complete amount of bounties a said hunter has gotten over the time period, or simply a one-off for highest single bounty received. More of a system that makes the bounty hunter famous, and not the person the bounty was placed on.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.18 01:12:00 -
[33]
Originally by: Hirana Yoshida Copy/Paste from similar thread in F&I forum:
Kill-rights (KR) are a good system, but it is marred by the time and changes that has occurred since its introduction. There has been some excellent suggestions made in this regard, the best ones try to use them to create a proper bounty hunting profession by making KR transferable.
My counter proposals: 1. Make "Kill Rights" transferable through contracts and a new revamped bounty interface. Shopping for KR in a region/constellation or by name/price. 2. Introduce a second tier to bounties. Tier 1 is 'as is', can be set by anyone and applies to pod. Tier 2 is set by transferred killrights and applies to ship. 3. A tier2 bounty is automatically applied to the perpetrator as a percentage of the transfer cost, ISK taken from transfer cost (sort of like some now, rest on completion). 4a. Introduce one to three tiers of KR. 4b. The tiers could run 2 weeks, 1 month, 2(or 3) months, tailored to be used for different crimes.
Do it this way and you have a brand new profession: 1. Can flippers get the 'short' KR slapped on them allowing bounty hunters to live in the "grief zones". 2. Interfering with a battle or killing someone in low-sec slaps the 'medium' on a pilot. 3. Killing someone without retaliation in high-sec gets you the 'long' KR.
In this fashion you not only create a new profession but limit the can-flipping griefers as well as the heavy use of neutral alts used for ECM and RR. PvP gets a chance to thrive with marginal changes to the daily lives of the people involved.
PS: Sending an automated mail to the evil-doer saying that the KR has been sold/transferred is just evil .. I like it! Paranoia for the win!
The issue with this is that in no way doe this FIX the bounty system. You done need kill rights to pick up a bounty, you just need to kill the guy. Killright and the bounty system should be thought of as separate systems.
Your solution doesn't fix the 'pod myself for the isk' problem with the current bounty system and in fact, as written, ADDS isk to the transfer of killrights, so it makes it worse.
I'm not saying im against transferable killrights, but that alone will not fix the current system.
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Lana Torrin
Minmatar Republic Military Skool
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Posted - 2009.05.18 01:16:00 -
[34]
Originally by: Halycon Gamma I don't agree with the fact that the person having a bounty put on them must be negative security status.
This was lifted from the current system. Its to stop you placing a bounty on an upstanding citizen and to limit the griefing potential of the bounty system. Its also not very RP friendly to be able to place a bounty on someone that has committed no crime (as far as concord is concerned no sec drop = no crime no matter what you think).
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Halycon Gamma
Caldari The Flying Tigers United Front Alliance
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Posted - 2009.05.18 02:33:00 -
[35]
Originally by: Lana Torrin
Originally by: Halycon Gamma I don't agree with the fact that the person having a bounty put on them must be negative security status.
This was lifted from the current system. Its to stop you placing a bounty on an upstanding citizen and to limit the griefing potential of the bounty system. Its also not very RP friendly to be able to place a bounty on someone that has committed no crime (as far as concord is concerned no sec drop = no crime no matter what you think).
Thing is, Eve is well.. Eve. Nowhere is safe, yada yada, even if you're sitting at a station trading or running industrial jobs.. you're kinda involved in PVP. Market PVP, but PVP. You can remove the part about un-restricted kill rights for people above a certain security status if you want. But if I really really want someone dead, and have the cash, I see no reason why I can't put a bounty on them. Its then up to the bounty hunter on if he's willing to risk concord and take his own security ding to complete the job. If the money is right, he might or might not. All personal choice.
Not to mention 0.0, its lawless, people engage in combat all the time out there with each other without risk of hurting their security status.. why shouldn't I be able to put a bounty on one of them?
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Ranik Sandaris
Caldari The Centurions Eternus Imperium Alliance
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Posted - 2009.05.18 08:01:00 -
[36]
I think this is a great idea. This is a system that is in dire need of an overhaul as it is. Zoom Zoom |
Tiger's Spirit
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Posted - 2009.05.18 11:12:00 -
[37]
/Signed
More ideas:
for bounty hunters/security forces
Transferable bountys for bounty hunters in offices. Joinable System Police forces with over +9 standing or over +5 sec status to local faction in constellations. (Bounty offices at capital system)
for pirates:
Buildable Pirates station in 0.1 low security systems with blackmarket. (below -5 sec status) and joinable pirate guilds/corps (needs below -5 standing too, for CEO and players)
This changes maybe bring to us, another playing style in low sec like FW. ( Good boys vs bad boys )
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Sader Rykane
Amarr Midnight Enterprises
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Posted - 2009.05.18 14:21:00 -
[38]
Edited by: Sader Rykane on 18/05/2009 14:29:32 Here are some things I would add to help flesh out Lana's idea.
1) The new bounty system would be a "max" possible payout for a kill, the amount paid out would be equal to the value of the items destroyed.
How would this be done?
The average price of the DESTROYED items on the ship as well as the ship itself (taking into account the average market price) wouuld be totalled up. This total would then be deducted from the "Max" bounty placed on the player.
If Player A has a 100 mil bounty and is destroyed while flying a empty harbinger, then the system would value the harbinger based on its average market price (around 35-40 million). This money would be awarded to the bounty hunter and is then deducted from Player A's total bounty. This ensures that no "NEW" money is put into the system, and at the worst works as a "****ty" insurance system if exploited. Player A still has a bounty of around 60-70 million. If the players ship value exceeds the bounty price, then the bounty hunter is awarded the full bounty.
2) The amount of the bounty should limit the amount of "active" bounty hunters. In the case of Player A who has a 100 million bounty, he is limited to lets say 5 bounty hunters at a time (one for every 20 million isk).
3) A "bonus" system put in place for submitting a targets corpse. A bonus system is added in which a bounty hunter that successfully submits the corpse of his target to the "proper authorities" will get extra money. The corpse is then sent to the player who placed the bounty.
4) Bounty Hunters who fail to reach and kill their targets BEFORE the full bounty is already used up will lose all kill rights to the target.
OPTIONAL
5) The bounty system would be limited ONLY to players with positive sec status. Can't let criminals play cops right?
Click for gallery! |
KapteinX
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Posted - 2009.05.18 16:29:00 -
[39]
Edited by: KapteinX on 18/05/2009 16:31:21 First post! I like this idea i would implement it in a heartbeat if i sat in the chair regardless of it needing work or not, does the system as it is really promote bounty hunting? i think not another solutions is: random killing a player with a bounty yields N% of his or her bounty whereas getting a job done yields (100 + skillLevel * skillbonusfactor)%
also i support the idea that whoever is a target should be notified either in the overview, or by message as "chatter/intel" if you want to overcomplicate things, pirates who fear being hunted could have an option to "pay ISK for services" that give them a headstart warning, possibly by naming and last-known-ship-describing the pirate-hunter
i realize "last known ship" could be easily misused, but, what better way to send a message by sitting in a titan when taking the job? more ideas please :P and CCP, I urge you to make a decision on this. how about an in-game survey?
EDIT: above poster had some really good ideas i especially like numero 5: positive sec status requirement for receiving jobs
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Sader Rykane
Amarr Midnight Enterprises
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Posted - 2009.05.18 18:32:00 -
[40]
I would actually like to expand some more on my previous Idea. I actually realized that my ideas actually enable another possible mechanic.
NPC Bounties!
Because players would only receive money based on the type of ship they destroyed, this would actually enable players to accrue NPC bounties.
A pirate would gain a NPC bounty based on a few things.
1) A pilot would only be able to accrue an NPC bounty if they are below -2.0 security status.
2) NPC bounties are gained by commmiting criminal acts (destroying ships / pods), but the pirate only receives 10% of the destroyed ships isk added to their bounty.
Basicly, a pirate that engages in some yarrage and destroys a empty harbinger would have 10% of the ships value placed on his heady by Concord. This would also be split by how many players are involved as well. If lets say two pirates were involved in the kill, the bounty would be halved (1.75 - 2 mil) each.
What this means is that all of a sudden having a high bounty would allow for some e-peenage (My bounty is higher than yours). AND it would encourage antipiratism because people would get some REAL tangible benefit for chasing down pirates regularly and would allow for a much wider selection of targets because not ONLY players would be placing bounties on each other.
And as stated before, this doesn't really create NEW money because for the money to be received the pirates ship must be destroyed and only the value of the ship, or part of it will be given to the hunter.
I would also say there should be a distinction between Global bounties (NPC Bounties) and Private bounties (Player Bounties).
While global bounties are accrued by yarring and rewards ANYONE who kills a pirate, PRIVATE bounties give kill rights to specific bounty hunters and lets them fight pirates in high sec if they find them there. However, payout for these bounties is still kept in one pool, meaning both Global and Private bounties are added together.
Click for gallery! |
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Ta'jek
Angels Of Death EVE Free Worlds Alliance
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Posted - 2009.05.21 12:59:00 -
[41]
Originally by: WarlockX In theory it sounds good, one thing that would be annoying tho is given the fact that you cant pick a job you'd keep getting jobs for 5,000isk or how ever much isk some newbie placed on a random target.
make the agents that give out bounties like mission agents... as your standing increases with the agents you get a shot at better bounties... this can prevent exp players from constantly having to do the 5k bounty and new players from having to try their ship against the 5 yr player.
Maybe can also limit the total bounty by their sec status... the lower your sec status the higher the bounty limit.
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Arkerius
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Posted - 2009.05.21 15:08:00 -
[42]
Didn't read the whole thread, but your idea sounds interesting Lana and would be tons better than the current system. I'd just like to say a few points that may or may not improve this idea.
+ Bounties should be able to be placed on someone regardless of sec status. + To prevent new players from getting massacred by bounties, the 30-day grace period (to go along with newb chat) would be in effect. + Have bounty limit based on skill points. A person with 2mil SP should never be worth as much as someone with 20mil SP. + Assign bounties based on skill points. It would be stupid for someone with 5mil SP to be assigned a bounty contract against someone with 70mil SP. I know not 100% of your SP are combat, so if someone has a better suggestion for "filtering" assigned contracts say so :)
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Sokratesz
Rionnag Alba Against ALL Authorities
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Posted - 2009.05.21 15:53:00 -
[43]
Sounds great, but the ones being hunted should also receive some sort of warning.
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McDaddy Pimp
Minmatar
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Posted - 2009.05.21 19:35:00 -
[44]
Edited by: McDaddy Pimp on 21/05/2009 19:40:53 /signed
some more ideas:
Spltting bounty type into 3 different category
1.CONCORD issued bounties. This should be treated as OP suggested. Kill "missions" from NPC agents within a time frame. Standings mechanic also applies here, so bounty hunter need to grind standings to get a higher payout missions (by killing their marks)
2.Player Placed Bounties Make it as a personal war dec and cost A LOT (10mil minimum maybe). maybe depends on character's age/sp. younger/lower sp - higher cost. (to discourage griefing). These bounties should appear as adverts (like contracts) and both parties should mutually agree before bounty hunter can accept the contract. This way the bounty issuer can screen his bounty hunter first (from KBs etc)
3.Selling kill rights - this should be implemented a loooong ago. >.>
Also, these bounty agents should ALL have Universe-wide locator service
OFF TOPIC: merc contracts and ransoms should also have their own "contract system".
Originally by: Sokratesz Sounds great, but the ones being hunted should also receive some sort of warning.
Yeah, maybe an EVE mail saying you're being hunted (but not the name) and a red star on the hunter.
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Lun Coldwell
Lone Star Joint Venture
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Posted - 2009.05.21 23:30:00 -
[45]
Edited by: Lun Coldwell on 21/05/2009 23:31:26 I like OP's idea. Given people mobility in EVE, how about bounty hunters being able to get updated locational reports on their targets directly to their ship, if the target docks up somewhere. (simulating being spotted by an officer of the law)
This would also offer the possibility of pilots with bounties on them trying to possibly sneak into stations, by adding certain modules to their ships for example, to avoid getting 'spotted'.
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Saint Germain
The Orthography Commandos
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Posted - 2009.05.22 02:48:00 -
[46]
There are some great ideas in here, this system had better be updated soon!
Some people mentioned expanding the bounty system, having different tiers, global and private bounties. I suggest combining these ideas into the same system.
Anyone who wants to place a bounty can right click on the (criminal) player and 'place bounty.' They can pay any amount, but this money goes into a fund, rather than directly into that player's bounty. Every player with a bounty is then placed in 'the system,' and is open to being hunted by bounty hunters. When a target's ship is destroyed, the fund pays out based on his or her ship value. When he or she is podded, the system pays out based on their skill points. Placing a very high bounty on your enemy therefore doesn't mean that the collector will receive a very high payment, but the highest bounty players would be at the top of the list, possibly with many bounty hunters after them at the same time.
I think the effect of this would be to have many small payouts to bounty hunters, for every pirate kill, rather than careful selection of a few targets with very large bounties.
Limiting the placing of bounties to criminal targets is a good idea I think, but there could be a complementary system where a 'contract' could be placed on any target, but maybe that's for another thread... |
Math'ra Hiede
Amarr Ordo Quaesitoris
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Posted - 2009.05.22 05:05:00 -
[47]
I support this idea, I would love to see this implimented. That or something that follows similar lines as it would make use of a long dead mechanic and introduce a new proffesion for EVE.
Great work on it so far!
Originally by: CCP Greyscale :facepalm:
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Robert Caldera
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Posted - 2009.05.22 07:42:00 -
[48]
Nice idea but there are 2 things about it:
1) generating killrights from money is not that good because it would annul high sec rules. Why should somebody get the rights to kill you only because somebody wants you dead but isnt allowed to kill you on his own? Here is the flaw, money should not replace the law, the idea behind the highsec would be partially subverted if random people might shoot you without consequences due to the bounty someone set on your head. The bounty hunter has to deal with the high sec rules like any other person in the eve universe.
2) the complete bounty payout should not be linked to the death of the victims pod but to the financial damage done to victims equipment (incl. implants), based on average prices. In order to prevent selfpodding the damage has to be higher that the bounty payout, a damage/payout ratio of lets say 2/1 would be a good value in my opinion.
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Haxfar Portlaind
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Posted - 2009.05.22 08:05:00 -
[49]
What about you only will be able to collect the bounty if you have the corps? Would pretty much remove the problem of getting the bounty on your own head, or what?
Good idea anyway. Thumbs up!
Please resize your sig to a maximum of 400 x 120 and a file size no greater than 24000 bytes - Mitnal |
Laina Delapore
Caldari Red Sun Industries
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Posted - 2009.05.22 11:50:00 -
[50]
I see a number of people wanting to be able to place bounties on -anyone- regardless of sec status. This, I feel, has obvious 'grief' applications which is not the intention of the OP in wanting to revamp the current bounty system. However, here's a thought.
1. When you gain kill rights on someone, you are able to place a bounty upon them (regardless of sec status), forfeiting your kill rights in the process.
2. Borrowing from the previously raised idea of NPC bounties and criminal organisation bounties - how about Pirate faction stations having their own bounty agents? Surely Sansha's Nation (replace with the pirate faction of your choice) would cheerfully place prices on the heads of all us mission-runners and ratters who keep slaughtering them in the thousands? Granted, the chances of someone with good Sansha standings being able to hunt someone down in Empire is -slim- but, it opens up the reverse of the 'good guys putting a price on the head of the bad guys'.
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Ancy Denaries
Caldari Solaris Operations
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Posted - 2009.05.22 12:59:00 -
[51]
This is actually a VERY interesting idea. Props for out of the box thinking! One of the better "fix the bounty" ideas so far. ----- Why doesn't anyone ever read the forums before posting? EVE is a game of adaptation and planning. Adapt or die. |
Ahimsaka
Minmatar Apep Enterprises
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Posted - 2009.05.23 06:27:00 -
[52]
After reading through this, I have some thoughts. Most ideas are partly taken from some posted already.
1) Remove restrictions (as far as concord in concerned) of ûx.x criminals in highsec, and give positive sec pilots the right to attack us and pod us (minus sec can't attack minus sec however). Gate guns and concord still respond to criminal acts and timers.
2) Bounties will be specific contracts (or accumulative from multiple bounties maybe?) that bounty hunters can accept. Once accepted, they last a certain number of days. These will be assigned at random (maybe an agent gives contracts for a specific region), and only so many can be offered/accepted/declined per given amount time.
3) Make one skill to decrease that period of time between receiving contracts (ie once per week at level 1, and once every 48 hours for level 5), another for how many you can be offered (accept/decline irrelevant) in said period from your contract agent, perhaps one more skill for how many you may accept total, even one for how long the contracts can last.
I am unsure how to include corporations in this. Perhaps directors in corps can accept contracts, or anyone with that role? Perhaps all contracts would be issued in something similar to the FW system. A player or a corporation could join this, receive the contracts, and get paid. There could be a bounty hunter faction with a minimum accumulative standing of x.x with Concord. Slowly turn Concord mission runners into bounty hunters. Outlaw faction requires a certain sec status against concord. Hits can be placed on people.
Reasoning: The danger for outlaws to enter high sec would be significant, but outlaws would still do so from time to time, presenting positive sec status players an opportunity to engage. Use can flipping agro rules here. Allow criminals (myself included here) to be a target. Busy systems would still be suicide, but quick runs through high security would be possible, at a severe risk. Put security in the hands of the players to an extent. The advantage would be that eve could have criminal elements within the high security systems, though their power would be limited by the risk of being attacked freely by competent players, or even ganked by many angry new players!
Problems: Corporations vs individuals in the contract part, -10 individuals repeatedly suicide ganking on high sec. Perhaps increase sec hits on suicide gankers, and make any hostile act requiring concord in high sec to receive week long æsecurity noticeÆ for all sentry guns. I bet there are many more issues with all this...
I'd like to see a bit more of a grey line between where the good and bad people reside in empire, though harsh penalties should exist still. (Pod jail time for those cought in high sec doing suicide ganking or warp disrupted pod in high sec? Harsher penalties for repeat offenders?)
I'm definately all for a revamp of the whole system. Cheers.
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AdiJager
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Posted - 2009.06.04 19:53:00 -
[53]
/signed |
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