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Mel Lonestar
Republic Military School Minmatar Republic
0
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Posted - 2012.04.09 01:39:00 -
[1] - Quote
I see a lot of discussion about fixing it so people can't claim there own bounty, but I would love it more if bounty hunting became profitable full on career capable path. So here's my ideas on re-tooling the whole system. Would love constructive feed back, improvements, discussions of things that wont work. Discussions mind you, if you are going to say something doesn't or wont work or is "********" please back up your statement with thought out statement.
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Been reading a lot of the other threads on this and I love the idea of it being a viable profession. Though not a huge fan of some of the ideas being thrown out there. Like the pay out of the bounty is proportional to damage inflicted. In my eyes this doesn't make bounty hunting a viable profession and would honestly discourage the activity.
Example. I catch a pilot with a 750mil bounty on their head, and he's running around hisec in maybe something like a t2 cruiser or maybe faction frig. Manage to get the solo ship kill and by sheer luck catch the pod before he warps off. Frig was cheaply fitted for speed, clone had no implants. Maybe getting lucky I pull off 20-50mil income from that kill, because at most thats what it cost him. 20mil for however many days/weeks/ or months it spent searching down that 750mil bounty. Honestly, could of made more running couriers. That type of system really makes it only a side profession at best. or a "oh hey i happened upon a bounty, might as well kill it" and not an actual profession Though I know the bounty system is broken, and nothing is stopping bounty A from making an alt and podding himself with it to reap even more rewards from his pirating actions.
I was thinking of an npc corp system to control dishing out hunting rights on bounties and it would be done similar to how you receive different level missions (I'll go into more detail in a bit)
First off the bounty system would be split up into 2 types of bounties, player made bounties and GCC derived bounties. A GCC issued bounty is essentially a set bounty amount placed on you for any and all criminal actions. Though still authorized by the victim. Simply meaning the player can decline to have that bounty placed. (For whatever reason they wish) and like wise if they choose to let the bounty go through, they can add a player issued bounty on top of it. (I'll explain in a moment why have the 2 bounty issued system)
So you could receive a criminally induced bounty for aggression against a ship illegally in hisec, illegal podding in hisec, and for can theft. Now why something so petty as can theft you might ask? Well I mean to balance out the ganking system with the bounty system. Since as both pirate and carebear alike know. Often when ganked traveling in hisec, the ships that attack you can often be ships in npc corps (so fat chance wardeccing to protect yourself and drive them out of trade routes) and often the industrial thats strategically placed to steal your dropped loot from the wreck is in another corp and is essentially immune to any repercussions. Assuming they warp their industrial off to cloak or dock up till there 15 minutes is up. Also note you can only authorize the bounty for can theft while on grid. Concept is essentially you have to see to know logically who stole from you
Now on to dishing out bounty kill rights
It'd be done similarly to how you receive missions essentially. You'd need standings with the NPC bounty corp in order to receive a bounty mission. And you'd get those standings by successfully hunting down targets. The higher the bounty, the higher the standings you need. So a pilot with a 1bill+isk overall bounty on their head would be akin to a level 5 mission. This prevents people from creating an alt or just getting any old friend/corp mate to split the bounty with
The GCC issued bounties come in to play, essentially the same way sec status does, after so many criminal acts, they become "mission ready" lets put it, for bounty hunters. And when they become mission ready, a bounty hunter agent can authorize to you a kill right against that pilot for anywhere in the universe. Though I realize with a poor enough sec status after enough pirating a pilot can be shot by anyone anywhere, but the loop hole is, that pilot can do essentially community service for Concord to get their sec status back up to be safe back in hisec so they can go back to pirating. Receiving increasing bounties from those activities would not go away, leaving the appropriate risk for the pirate.
Now a bounty can only be pursued if authorized by the agent. (The agent wouldn't physically pick your target for you though, you'd still be able to pick targets, so long as they are in your level) And in order to request a job, the bounty agent will request ISK up front to be held in a sort of escrow. Which would be a percentage of the bounty you are going after. Which you are refunded upon completion of the mission and if you fail, you lose that isk. I kind of figure the isk payment to the agent to work for multiple purposes. First it prevents people from just accepting 100 some odd bounty offers and hope they come across one, since you'll be risking your own investment, the bounty hunter will actually have to put thought behind his targets to make sure he can kill them. Secondly if the bounty is failed, 25-50% of the hunters investment goes towards the bounty possibly increasing the level and for sake of features and bragging rights on behalf of the pirate, will also show ticks for how many bounty hunters failed to kill said pilot. (Got to make it fun for both sides :p)
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Mel Lonestar
Republic Military School Minmatar Republic
0
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Posted - 2012.04.09 01:39:00 -
[2] - Quote
Figure a system like that, will also encourage more the outlaw side of it as well. Trying to make it fun for both sides and making the criminal aspect more interesting as well ^.^ How you would fail a bounty, is by simply telling the agent you give up. Now why you ask, would you give up? What incentive since logically you could just keep it up forever and hope to get lucky a year later and pop your target. Well after your first encounter with your bounty, the moment you initiate an attack, the hunter and the hunted now enter into a private 1v1 wardec essentially, till either the bounty is claimed, or turned in as failed. If failed, both parties are properly informed that they can no longer freely engage one another, as well as the pirate getting the prideful moment that another hunter has failed to claim them >:D
Now for a summary and features of the system.
Bounties split into 2 types >Criminal induced bounties. Split between different criminal activities with varying degrees of severity. I.E Can flipping 100,000 isk, hisec ship popping 200,000, hisec podding 1,000,000 (1mil being example the amount needed before bounty missions can be authorized). Penalties are cut by 75%-50% when performed in lowsec systems >Player made bounties >> Can be tacked on additionally when a criminal activity is induced. Essentially played made bounty system remains the same. Player made bounties of any amount do not authorize bounty hunter missions. Only criminal induced ones. A full payout of a strict player made bounty can only be claimed by a member with extremely high standings with the bounty assigning corp. The payout decreases with lower levels. 20% per a level. so users who can accept level 5 bounty missions can respectfully receive 100% of any player issued bounty that is not accompanied by a criminal bounty. Those with 0 standings, would only be able to claim 15%
Mechanics of accepting a bounty.
>Bounty missions can be accepted in station or on the fly if you encounter a pilot in space.
>When accepting a bounty mission, the hunter must place a portion of isk in holding with the agent. The amount is directly proportional to the overall bounty being pursued. >>This isk is refunded upon successful competition of the mission. >>If mission is failed, a portion of the isk in holding goes to increase the bounty >>Upon first aggressed contact with the target bounty, the bounty and bounty hunter enter into an aggression pact where each may fire upon the other anywhere, until such time as the mission is either completed or the hunter fails the mission. (Should provide for much more exciting pvp and turn trade routes into warzones :p)
Features of interaction with the agent Agent will give information of the bounties provided. This information includes, any player comments, by previous/other hunters. Average time spent in space not docked Last known location
Bounty hunting corporations, could accept bounties on behalf of their members, paying the fee and allowing all members to hunt any target the corp could select no matter what there personal standings are. As long as the corps standings are high enough |

Mel Lonestar
Republic Military School Minmatar Republic
0
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Posted - 2012.04.09 01:40:00 -
[3] - Quote
-reserved for changes and new ideas- |

Misanthra
Alternative Enterprises
49
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Posted - 2012.04.09 03:38:00 -
[4] - Quote
Mel Lonestar wrote: It'd be done similarly to how you receive missions essentially. You'd need standings with the NPC bounty corp in order to receive a bounty mission. And you'd get those standings by successfully hunting down targets. The higher the bounty, the higher the standings you need. So a pilot with a 1bill+isk overall bounty on their head would be akin to a level 5 mission. This prevents people from creating an alt or just getting any old friend/corp mate to split the bounty with
ummm, you know this cuts out a big chunk of players able to actually kill this target, right? Makes it non-competitive for them.
Pirates don't run missions, they have little or no standings usually. Assuming not the gate humping variety they'd actually have the skill to bring down a skilled ganker potentially.
0.0 types probably do not have standings for empire based corps to take the mission as well. If they live in own space, they don't even have mission agents. Rat loot drops, hauler spawns...this how they make isk. If they do run missions, it would be pirate faction based in NPC space. Angel agents caring about a ganker of 20 hulks I do not see happneing. If anything they would have mission agents that are pro-ganking lol.
Between these 2 alone there goes a good chance of seeing this char die (in game ofc...have to put that in these days lol). Which makes the current system work fine. PLayer is bountied, dies in a bubble...bounty is collected and the meany ganker died to a gank himself for poetic justice.
You system leaves this to empire only basically. Where most who would actually have the standing to claime the bounty will jsut let is rot. And I would not blame them. 100 mil bounty on an overzealous orphan...I am sure there is a chance if you took his contract and met him he would not have loki boosting friends and a neut logi on standby. Chances are slim as hell....but nothing is impossible, just improbable. |

Mel Lonestar
Republic Military School Minmatar Republic
0
 |
Posted - 2012.04.09 05:12:00 -
[5] - Quote
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