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blankseplocked Discussion "How to save Pirate hunting and the Bounty System"
 
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Josefius
Gallente
JOKAS Industries
Posted - 2009.10.14 14:58:00 - [31]
 

Originally by: 5ilent 5hift
Wow, thats a wall of text, and then some... O_o

L


No it's not, it's broken up in paragraphs and sentences.

Merdaneth
Amarr
Defensores Fidei
Curatores Veritatis Alliance
Posted - 2009.10.14 16:07:00 - [32]
 

Edited by: Merdaneth on 14/10/2009 16:08:52
Originally by: Destination SkillQueue
That isn't really a bounty system, but a stealing system. It might be workable if CONCORD wouldn't exist at all, so there would be something to balance such a rediculous negative. Seems like a horrible gameplay mechanic nonetheless.


The bounty system IRL is a stealing system as well. It steals 'free time' from the criminal and the government pays out money for the stolen time. But yeah, my proposal isn't all that, it was just an example of a possible solution, did not really intend for it to be an optimal solution.

I believe that a firm understanding of the problem is helpful to a good solution, so I'll repeat again: you have to make the criminal pay in some way for the bounty.

Any system that has a bounty payout higher than the loss incurred by the criminal is doomed to fail.

Merdaneth
Amarr
Defensores Fidei
Curatores Veritatis Alliance
Posted - 2009.10.14 16:14:00 - [33]
 

Originally by: Malcanis

Another advantage of my system is that it limits abuse. If you want to cause someone 1 billion ISK worth of loss, it will cost you 1 billion ISK.


Didn't read your proposal, was a reaction to the OP. As far as your system is concerned:

Earlier post:

Bounty Hunting can be solved quite simple and elegantly:

Pay anyone that destroys a ship from a pilot with a bounty on his head the base insurance value of that ship, and subtract that amount from the bounty on that person's head.

Person A has 20mil isk bounty on his head. You pop his Thorax, you get paid 3mil (40% of the fixed Thorax insurance value) and his bounty is reduced to 17mil.

This is a quick fix of course but easy to code, easy to implement, and not exploitable.

B1FF
Posted - 2009.10.14 17:29:00 - [34]
 

- The new system would have the 4 empires giving out bounties through a new type of agent.
You, as a bounty hunter, would have to climb up the ladder of trust before getting the big
contracts, this would be achieved through accomplishing small bounty missions first.

1. But I can just go shoot him now. Why force me to grind something more?

2. If it's free money from the game engine then I think it would encourage alts even more. Why? Because under your system if you pirate you will have a bounty. So game theory dictates keep a BH alt around to collect. Only need one for the whole corp/alliance.

I fail to see the point of this system. It doesn't fill a void.

If you want to be a bounty hunter then go shoot pirates. Nothing is stopping you.

If you want to be paid for PvP then go join faction warefare.


Captain Tardbar
State Protectorate
Posted - 2009.10.14 17:45:00 - [35]
 

Edited by: Captain Tardbar on 14/10/2009 17:46:28
Perhaps bounty should be based on how much you punished the offender money wise rather than simply podding him.

And you get a % of that off the total bounty.

Lets say the guy has a 100 million bounty on him and you pod him when he is wearing 5 million worth of implants and he lost a 5 million worth of ship and equipment, you get 10 million and his bounty is now 90 million.

And if he had a 5 million bounty and you cause 10 million of damage you get only 5 million since that is the entire bounty pot.

Slade Trillgon
Endless Possibilities Inc.
Posted - 2009.10.14 17:52:00 - [36]
 

Edited by: Slade Trillgon on 14/10/2009 17:56:12
Edited by: Slade Trillgon on 14/10/2009 17:55:32

I still see the fundamental problem being that to recieve a bounty one must pod kill the pilot. I will say once again, any pirate worth his weight will know how to save their pods Wink Therefore, making it almost impossible pretty hard for legitimate pirate hunters from cashing in on the contracts they have accepted.

EDIT:
So maybe have it so that isk worth of damage done to the pirate is awarded to the pilots on kill list (divided equally) which is then subtracted from the bounty until the damages have been payed out.

EDIT2: Tardbar above me came to a similar conclusion Embarassed


Slade

Katsuri Minamoto
Posted - 2009.10.14 18:19:00 - [37]
 

Theirs some really interesting ideas in this.

I have yet to see the downside to randomly assigning a target to worthy bounty hunters. That makes it particularly hard to exploit. More so if the higher paying bounties actually demands more active/successful bounties from the hunter in question to even randomly get it.

That way, pirate alts, or even a whole corp of alts with high enough bounty hunting clout fishing to draw a big score from one of their pals wouldn't exactly be exploiting so much because they've had to do real live bounty hunting to even get up that far to have access. Theirs still a random factor too, so if it happens on occasion big deal, i think theirs far worse exploits out there.

I don't like the idea of this being attachable to pretty much anybody you want though. Sec status needs to be involved in this heavily. This system should be for people that will A. welcome the action, and B. want to seek out the action (ie... particularly bad pirates and hunters alone).

Additionally, their could be incentives for a pirate to actually care about his running bounty and want it to increase with infamy, rather than let it go for meager isk! But alas.. those are bigger and better ideas! Best to keep ambitions simple for now.

Alanea Winddancer
Posted - 2009.10.14 18:38:00 - [38]
 

Edited by: Alanea Winddancer on 14/10/2009 18:49:26
Regarding bounties - one thing that would help is if the player who gets a bounty on his head isn't alerted by this. In order to check up on your own status you have to visit an office and check up on yourself just to be certain that you don't have any bounties on you at that time.

And in order to discourage self-podding and encourage survival behaviour, add a penalty in the form of skillpoint loss if you are killed by a player whilst having a bounty, regardless of your clone status. Have it set in stages. If the target has a total of 0-100k bounty and is killed, it results in a minor skill loss, 100-500k bounty results in a slightly larger loss and so on and so forth. If you have a bounty worth billions then yeah, if you get killed, the impact on your skills would be significant.
It's a really crude suggestion, but there has to be some sort of incentive in place which discourages alt-podding at all costs but promotes legit bounty hunters to go for the kill. Skill loss is the only thing that I can think of to be honest which would prevent alt-podding, and if someone places a huge bounty on someone then that player must've really done something...unless the one that placed it just some random sadist. Maybe someone can come up with an alternative which is less "cruel" but still as effective though?

On the other hand, the ones that place a bounty should be forced to pay a regular fee to the bounty office every week or so or maybe even every 48h - the fee would of course be in proportion to the bounty set. 1% or so maybe? This is only to be paid when the target is active in the game, so there won't be any "log off for a month" scenarios. So basically, the one that placed the bounty has the option to cancel it at any given time if he feels that it's taking too long time and he's bleeding too much money, if it's the case of a huge bounty.


Caldari Citizen4714
Posted - 2009.10.14 18:51:00 - [39]
 

Transferable, sellable kill rights, with bounties.

Avan Sercedos
Gunpoint Diplomacy
Posted - 2009.10.14 18:53:00 - [40]
 

Originally by: Alanea Winddancer
And in order to discourage self-podding and encourage survival behaviour, add a penalty in the form of skillpoint loss if you are killed by a player whilst having a bounty, regardless of your clone status.


No.

Dretzle Omega
Caldari
Global Economy Experts
Posted - 2009.10.14 19:02:00 - [41]
 

Originally by: B1FF
I fail to see the point of this system. It doesn't fill a void.

If you want to be a bounty hunter then go shoot pirates. Nothing is stopping you.


Then you've failed to ever investigate the bounty system.

Currently:

1. Pirate kills rich player.
2. Rich player puts "bounty" on that pirate.
3. Pirate gets corp mate or alt to pod the pirate in a implant-free jump clone.
4. Pirate corp mate split the proceeds.
5. Players realize that by putting a bounty on another player they are giving ISK to that player.


So, the point of this system, the void it fills, is to attempt to implement a non-broken bounty system. The ideas in this thread go a long way to making the system usable.

1. Bounty Hunter Agents will make it impossible/difficult/more work for an alt or corp mate to be able to exploit the system and pay themselves by killing themselves.
2. Other ideas in this thread make it easier to cash out on bounties (i.e. based on ship/insurance value, etc.) which provides actual incentives.

Also, with the bounty hunting agents, we would already be using an existing mechanic/idea (agents) to implement this. I think this idea should be thrown to CCP and see what they make of it.

Cpt Branko
Retired Pirate Club
Posted - 2009.10.14 19:08:00 - [42]
 

Edited by: Cpt Branko on 14/10/2009 19:10:33
Originally by: Katsuri Minamoto
Theirs some really interesting ideas in this.

I have yet to see the downside to randomly assigning a target to worthy bounty hunters. That makes it particularly hard to exploit. More so if the higher paying bounties actually demands more active/successful bounties from the hunter in question to even randomly get it.

That way, pirate alts, or even a whole corp of alts with high enough bounty hunting clout fishing to draw a big score from one of their pals wouldn't exactly be exploiting so much because they've had to do real live bounty hunting to even get up that far to have access. Theirs still a random factor too, so if it happens on occasion big deal, i think theirs far worse exploits out there.

I don't like the idea of this being attachable to pretty much anybody you want though. Sec status needs to be involved in this heavily. This system should be for people that will A. welcome the action, and B. want to seek out the action (ie... particularly bad pirates and hunters alone).

Additionally, their could be incentives for a pirate to actually care about his running bounty and want it to increase with infamy, rather than let it go for meager isk! But alas.. those are bigger and better ideas! Best to keep ambitions simple for now.


The whole ladder idea doesn't really work.

Reason is simple - who kills pirates the most? Well, other pirates naturally. It's only logical, after all - nearly everyone who PVPs full time in low-sec is a pirate, because it just gives you more targets then going for just the -5.0 ones. The rest are weekend PVP-ers and are going to score lower and ironically be less likely to be able to claim a bounty in the first place.

So you just have to get someone you know and is good to blow you up; sure it requires social connections now rather then just a alt, but it'd still be common like hell.

Malcanis has a interesting idea, really. Although he made one mistake; the bounty should not be paid out depending on ship price, because even now there are T1 ships which you can suicide at a profit thanks to stupid sellers and insurance; pay out, eg. 20% of T1 hull baseprice and you've suddenly made it rather profitable to do with a alt.

However, baseprice of rigs (destroyed) and 50% of all modules (statistically 50% will get destroyed) summed would be workable, since you guarantee there is no way to make a profit by doing it to yourself. Sure, the payouts would be small, but still something, and you can't exploit it in any way.


Killrights trading is pointless. Everyone in the entire game has killrights on the player pirate. It's one of the perks of being under -5.0. Everyone who is not under -5.0 is not a pirate proper. Killrights affect pirates in no way at all.



Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.14 19:59:00 - [43]
 

Originally by: Cpt Branko


points





Killrights trading is not pointless in the case where the perp with the bounty on his head has sec between -4.99 and 0.0. It could most easily be implemented by the Contracts system. I envisage something like this: The offended party places a bounty on the perpratrator, and this automatically creates an open contract that anyone can accept. The offendee can choose to set a price on the contact to help cover his bounty costs. The contract is automatically updated any time part of the outstanding bounty is claimed, and it will also be updated as more people accept the contract.

So the prospective Bounty Hunter would look over the bounty contracts and might see one like "EVIL JAKE -1.87 : 293,772,153 ISK : 19 days 5 hours remaining : 12 OPTIONS OPENED: 7,500,000 CONTRACT DEPOSIT"

The Bounty Hunter reads this as an opportunity to pay 7.5M ISK to shoot Evil Jake, who has sec status -1.87, for the next 19 days 5 hours or until the full 293.8M ISK bounty has been claimed. 12 other players have also accepted this contract.

Collecting bounty by buying ships and "suiciding" by getting someone to kill them for you them would be rather laborious, but I suppose you're right. You could limit it by only allowing any one person to collect on a given bounty pot once per day - and they'd have to pay the contract price to do it in hi-sec. What I wanted to do was make it worth bounty-hunting in empire, specifically hi-sec, as podding an experienced player outside of 0.0 is very difficult, and to match the bounty payout to the loss felt by the perp

Cpt Branko
Retired Pirate Club
Posted - 2009.10.14 20:26:00 - [44]
 

Originally by: Malcanis

Collecting bounty by buying ships and "suiciding" by getting someone to kill them for you them would be rather laborious, but I suppose you're right. You could limit it by only allowing any one person to collect on a given bounty pot once per day - and they'd have to pay the contract price to do it in hi-sec. What I wanted to do was make it worth bounty-hunting in empire, specifically hi-sec, as podding an experienced player outside of 0.0 is very difficult, and to match the bounty payout to the loss felt by the perp


If you want more bounty hunting in high-sec, the real problem here is that your typical pirate is excluded from high-sec by default since he cannot ply his trade there (at least not in a way which would lower his sec status). Sure, you have a small demographic (either people just starting out, people who're leaving piracy, or covops alts) which will generally be somewhere between -1 and -5, but most professional pirates are close to -10.

I like the idea of the bounty being tied to the loss felt, but to be realistic the loss is essentially non-existent on T1 ship hulls and really composes of rigs and modules.

So bounty payout based on this makes sense, since if the prices are right, you basically get the full ISK value of fittings from the target - either in ISK for destroyed modules , or in modules for modules which actually dropped. + salvage, so you basically get the entire real ISK loss (since hull itself is a few mil really) the pirate suffers, which is, as you say, your intention.

The idea that you need to accept a contract is very meh, however. Consider your average pirate - he's going to be in low-sec, and you will run into people other then your intended mark while looking for the guy, and hell, he might have corpmates with him. It just doesn't make sense that you only get the payout for the contract you took.


Witcher
Amarr
Viziam
Posted - 2009.10.14 20:35:00 - [45]
 

definently +1

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.14 20:38:00 - [46]
 

Originally by: Cpt Branko
Originally by: Malcanis

Collecting bounty by buying ships and "suiciding" by getting someone to kill them for you them would be rather laborious, but I suppose you're right. You could limit it by only allowing any one person to collect on a given bounty pot once per day - and they'd have to pay the contract price to do it in hi-sec. What I wanted to do was make it worth bounty-hunting in empire, specifically hi-sec, as podding an experienced player outside of 0.0 is very difficult, and to match the bounty payout to the loss felt by the perp


If you want more bounty hunting in high-sec, the real problem here is that your typical pirate is excluded from high-sec by default since he cannot ply his trade there (at least not in a way which would lower his sec status). Sure, you have a small demographic (either people just starting out, people who're leaving piracy, or covops alts) which will generally be somewhere between -1 and -5, but most professional pirates are close to -10.

I like the idea of the bounty being tied to the loss felt, but to be realistic the loss is essentially non-existent on T1 ship hulls and really composes of rigs and modules.

So bounty payout based on this makes sense, since if the prices are right, you basically get the full ISK value of fittings from the target - either in ISK for destroyed modules , or in modules for modules which actually dropped. + salvage, so you basically get the entire real ISK loss (since hull itself is a few mil really) the pirate suffers, which is, as you say, your intention.

The idea that you need to accept a contract is very meh, however. Consider your average pirate - he's going to be in low-sec, and you will run into people other then your intended mark while looking for the guy, and hell, he might have corpmates with him. It just doesn't make sense that you only get the payout for the contract you took.




tbh I dont really care that much about pirates in lo-sec As you say there's no need for tradable kill rights or contracts there, so a simple change in the way bounties are paid out by tying payouts to damage inflicted will pretty much fix that. Payouts for T1 kills are just fine tuning the system. And people who get killed by pirates in lo-sec should have read the popup warning, tbh.

What I'm more interested in is giving the hi-sec players a method of retaliation for things like suicide ganking. Connecting a bounty with a killright via a bounty contract allows bounty hunters in high-sec to hunt and kill people they normally could not touch. I'm not in favour of nerfing suicide ganking any further, but the fact that it is very difficult to retaliate is a legitimate complaint.

Katsuri Minamoto
Posted - 2009.10.14 20:49:00 - [47]
 

Originally by: Cpt Branko

The whole ladder idea doesn't really work.

Reason is simple - who kills pirates the most? Well, other pirates naturally. It's only logical, after all - nearly everyone who PVPs full time in low-sec is a pirate, because it just gives you more targets then going for just the -5.0 ones. The rest are weekend PVP-ers and are going to score lower and ironically be less likely to be able to claim a bounty in the first place.

So you just have to get someone you know and is good to blow you up; sure it requires social connections now rather then just a alt, but it'd still be common like hell.




Good point. But I imagine this system being only available to people with a pretty decent security rating. And no bounty hunter agent would give a bounty to someone WITH a bounty already on their head.

Going after people with bounties, obviously shouldn't demand a sec hit as others have outlined. This ensures anyone legitimately bounty hunting will preserve their rights as a decent citizen (although, naturally, bounty hunters are never looked to highly upon by authority figures anyhow so it ought to be somewhat low just from ensuing comrades who come to the marks aid i bet).

Cpt Branko
Retired Pirate Club
Posted - 2009.10.14 21:25:00 - [48]
 

Edited by: Cpt Branko on 14/10/2009 21:26:32
Originally by: Malcanis

What I'm more interested in is giving the hi-sec players a method of retaliation for things like suicide ganking. Connecting a bounty with a killright via a bounty contract allows bounty hunters in high-sec to hunt and kill people they normally could not touch. I'm not in favour of nerfing suicide ganking any further, but the fact that it is very difficult to retaliate is a legitimate complaint.


Yes, good point there.

I completely forgot about suicide ganking, where a "trade killrights" + bounty contract scheme would work and hunting for a specific ganker makes sense.

Haven't been in high-sec for a long, long time, so it slipped my mind.

Kunming
Amarr
T.H.U.G L.I.F.E
Xenon-Empire
Posted - 2009.10.14 22:01:00 - [49]
 

Good discussion so far.

I would like to point out that killrights are sort of off topic atm. Once we have a working bounty system we can always extend it to high sec. And agreed, killright transfering will probably be the answer.

I like the idea about ship cost being subtracted from the bounty and transfered to the bounty-hunter. It is only reasonable to get higher reward for dealing more dmg to the target. It would probably also fix a flaw in my idea, which is a pirate with a bounty having him self podded in a shuttle by a bounty hunter to get rid of it.

Repeating my self again: The whole idea behind bounty is to put pressure on the outlaw (making his life more eccentric) while giving the victim tools for putting that pressure, the bounty hunter profession is not meant to be easy either most of the time you will face pilots who know what they are doing. As a bounty hunter you will lose ships before you can turn a profit or team up and be forced to split the bounty.

As I said in the initial post the agent based system will not have you chase pilots deep into 0.0 space, the list of that empire will prioritize active pirates in their space, not some pilot with a super bounty living at the edge of Omist.

Ji Sama
Caldari
Tash-Murkon Prime Industries
Posted - 2009.10.14 22:24:00 - [50]
 

Originally by: Kora Zilesti
Originally by: Haryman
Why not make kill rights a commodity?

This.


Tradable killrights FTW

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.14 22:33:00 - [51]
 

Originally by: Cpt Branko
Edited by: Cpt Branko on 14/10/2009 21:26:32
Originally by: Malcanis

What I'm more interested in is giving the hi-sec players a method of retaliation for things like suicide ganking. Connecting a bounty with a killright via a bounty contract allows bounty hunters in high-sec to hunt and kill people they normally could not touch. I'm not in favour of nerfing suicide ganking any further, but the fact that it is very difficult to retaliate is a legitimate complaint.


Yes, good point there.

I completely forgot about suicide ganking, where a "trade killrights" + bounty contract scheme would work and hunting for a specific ganker makes sense.

Haven't been in high-sec for a long, long time, so it slipped my mind.



I thought of another advantage to my bounty contract system that even applies to lo-sec only -10s. Advertising. Bounty hunting in lo-sec need not only be an opportunistic activity. If you know that Evil Jake has a 298M bounty on his head, then it's worthwhile running a locator agent on him and going to look for him wherever he is.
Knowing that they can advertise the bounties - and knowing that they can reclaim some of the bounty cost - will also encourage people to place larger bounties more often.

Incidentally, it would also mean that Evil Jake can easily see just how many people are coming after him - which might add to the intended deterrent effect (or it might just enhance Jake's epeen...)

Kronma Kequa
Rodents of Unusual Size
Posted - 2009.10.14 23:26:00 - [52]
 

Originally by: Caldari Citizen4714
Transferable, sellable kill rights, with bounties.


There are a lot of interesting solutions here, some of which don't avoid the 'get a friend to pod me' trick that bounty bearers currently use.

The above is a pretty strong candidate for getting a working system going. You could get an underground market going for targets. A player with a killright could contact someone and arrange details - bounties could be arranged and backed up by in-game mechanics (Kill right X - present Y corpse and receive Z dollarz). You'd also get bounty hunters bidding agaisnt each other for the best contracts, as well as individuals becoming well known for taking out targets.

You'd also get individuals trying to buy their own killright of course, but that's just part of the fun.

Kunming
Amarr
T.H.U.G L.I.F.E
Xenon-Empire
Posted - 2009.10.15 00:02:00 - [53]
 

Originally by: Kronma Kequa
Originally by: Caldari Citizen4714
...


There are a lot of interesting solutions here, some of which don't avoid the 'get a friend to pod me' trick that bounty bearers currently use.

The above is a pretty strong candidate for getting a working system going. You could get an underground market going for targets. A player with a killright could contact someone and arrange details - bounties could be arranged and backed up by in-game mechanics (Kill right X - present Y corpse and receive Z dollarz). You'd also get bounty hunters bidding agaisnt each other for the best contracts, as well as individuals becoming well known for taking out targets.

You'd also get individuals trying to buy their own killright of course, but that's just part of the fun.


This is more contract killing than bounty hunting.

If the victims add bounty like today, the pirates can still collect on their own. If the victim sets out a contract with a prize for a kill providing a killright, then you just scrapped the whole bounty system and enhanced the contract system for contract killing. It also scraps the whole "wanted pirate with bounty" concept, which sorta contradicts with your idea.

Finally and most importantly, contact killing does not guarante that the pirate takes damage, you could just kill a frigate of the target and cash in big, ppl will realise in the end that its pointless to seek revenge this way and the system will return to its current state. Not to mention it can quickly turn into an arranged battle for both sides to cash in without any real fight.

Discrodia
Gallente
Symbiosis International
Moose Alliance
Posted - 2009.10.15 00:18:00 - [54]
 

Edited by: Discrodia on 15/10/2009 00:19:11
tl;dr

Let pirates pay off their bounty (resetting sec status and bounty) by spending double their bounty + 1bil per -1.0 sec status and one half of that goes to the victims of their illegal actions.

Edit: It acts as an ISK sink and stops carebear whine! Very Happy

Kaalen
Caldari
Deep Core Mining Inc.
Posted - 2009.10.15 00:30:00 - [55]
 

Edited by: Kaalen on 15/10/2009 00:32:37
EDIT: I've managed to have the same idea as Malcanis already mentioned earlier in the thread without even reading it, so my post is largely irrelevant... unless you want the overly wordy version of it. Laughing

I've just had an idea that's quite simple, really. Turn player pirates into 'rats!

When a pirate reaches a certain criteria (To be determined, most likely to do with sec status, killrights and some poor victim paying a fee of some kind) they get a bounty put out for the destruction of their ship, the same as you would find on an NPC rat.

The "loss of their ship" part is important. The bounty that you would be paid on killing him needs to be a percentage of the cost of the ship that he is flying less it's maximum insurance payout, without ever being equal to or more than the cost of the ship. This would mean that killing a player pirate battleship would net you more than killing a player pirate frigate, but it would NEVER be profitable for the pirate, his corp mates or his alts to pop him and claim the bounty.

As a note about the paying of some sort of fee for the bounty, I would consider this to be either like a wardec wherein the victim pays to keep the bounty going OR a set bounty, as it is now, with the difference being that it is collected gradually over several kills based on the ideas above. This is to prevent the pirate from going out and losing a cheap ship to shake the bounty. It also has the added benefit of taking a bounty from the "so what?" event that is being podded once, to being actively griefed by EVERYONE who you don't trust, everytime you leave a station, for an extended period of time. Exactly what you want to happen to someone who deserves a bounty on his head. Twisted Evil

i.e. Someone puts 50mill on a pirates head. The pirate could lose 2-3 battleships before he would be rid of that bounty on his head, but if he flew frigates exclusively the bounty would be paid out in such small increments per kill that he would have it for a very long time.

Doing something like the above would make bounty hunting a more valid and lucrative career, adding a much needed high risk/high reward career to the game. What do you think?

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.15 14:37:00 - [56]
 

More ideas & comments plx.

Oriens Pars
Posted - 2009.10.15 14:46:00 - [57]
 

Why not just take the bounty reward directly out of the pocket of the player that placed the bounty? Make bounties part of the contract system.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.15 15:15:00 - [58]
 

Originally by: Oriens Pars
Why not just take the bounty reward directly out of the pocket of the player that placed the bounty? Make bounties part of the contract system.


How do you mean? Like a player sets a 5M ISK bounty on someone, but pays no ISK up front, just the bounty whenever that player is killed?

Sounds awesome. I would farm the living hell out of that.YARRRR!!

(sucks to be the guy that logs in to see 837 "you have paid 5,000,000 bounty to Malcanis" entries in his transactions log)

Oriens Pars
Posted - 2009.10.15 15:23:00 - [59]
 

hmmm

good pointConfused

well, it doesn't seem there's any way to get around the alt thing, so I guess maybe they should just remove it from the game, completely.

Malcanis
Caldari
Vanishing Point.
The Initiative.
Posted - 2009.10.15 15:45:00 - [60]
 

Originally by: Oriens Pars
hmmm

good pointConfused

well, it doesn't seem there's any way to get around the alt thing, so I guess maybe they should just remove it from the game, completely.


Well there is - I suggested a fairly simple way. Portion out the bounty payout according to loss inflicted on the perp.


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