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Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 06:42:00 - [1]
 

Hi all,

As I'm sure we're all fully aware, EVE supports many major healthy playstyles - from Industry to Piracy to PvE to Mercenaries, but I believe many others that should be vital to the game are being compeltely neglected.

I'm talking about that of the Bounty Hunter and to a lesser extent, Antipirate.

Problem?
Currently, the ratio of Pirates to active Antipirates is undeniably staggeringly in favour of the former. Why might this be? IMO, Anti-piracy is:
- Significantly riskier than Piracy. Pirates have the disadvantage of Sentries, but most of their targets are unfit for any form of combat.

- Not a great deal more rewarding than Piracy, when compared to the faction-fit Ravens that can be caught unaware, grinding L4s.

- Often undertaken by less experienced PvPers. Lets face it, to an experienced PvPer, the only thought that 'Antipirate' brings up is 'lol', and usually with good reason. Most antipirate corps are abysmal, at best, with very few worthy ones (Celestial Apocalypse) about. It simply isn't a profitable profession unless you're an exceptional PvPer, in which case you'd usually be much better doing other things.

- Tainted with hate, this might just be my opinion alone, but too many people call themselves Antipies for the sole reason that they hate 'Griefers', and not because they want to help others or have some fun fights. I personally love Piracy and until I lost my last char, I was a pirate myself.

The only real upside to Antipirating is that you often have the element of suprise as you're fighting against Gatecampers, plus have Sentry Guns on your side. It is unfortunate that these fairly major weaknesses arn't recognised more often and taken advantage of, as some of the best small-scale fights in EVE start this way.

As for Bounty-hunting? There's 2 major flaws in this ATM which prevent it being as doable as it can be:
- Insta-warping pods. Seriously, unless you're in 0.0 (I don't count any PvP in 0.0 as piracy personally) then getting podded, if you have any clue whatsoever, is going to be an incredibly rare event.
- Alt Poddings. Even if the above wern't possible, nothing stops someone from podding themselves with their alt whenever they have a decent bounty, which discourages most people from placing them at all.


Risk vs Reward - defined by game mechanics, or the players?
Many people seem to have the impression that Piracy is, in fact, riskless, often blaming the lack of safety in low-sec, among other things.
But ask yourself: When we have so many wolves, Not many sheep and no protectors(?) worth a damn, where does the problem really lie? The lack of a huge electric fence to keep the Wolves out (aka: boring), or the lack of people willing to fight them off?

Many of you will be familier with This Video, not so many This one, both of which depict acts of Antipiracy resulting in Complete loss of all Pirate ships that were camping the gate. That's the risk Pirates take when they gatecamp and it should be as much as a detterant as the risks associated with camping in 0.0, but it isn't. At all.

Solution, you say?
Well, maybe just a step in the right direction, it's hard to really say at this point.
I believe that the best course of action would be to actively encourage and reward acts of Antipiracy, as well as expanding on the Bounty system to the point where it's something actively worth engaging in.

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 06:44:00 - [2]
 

Edited by: Rawr Cristina on 01/03/2008 01:47:50

- Security Status below -1.0 means no sec loss when attacking. There's swarms of part-time pirates, pirates who don't podkill and pirates who've spent time recovering sec that arn't Flashy Red, and as a result a penaulty is still incurred when you attack them. This complicates antipiracy as they themselves have to lose sec in order to do their job - something which I believe to be broken. You would still incur a sec loss however by Podding them unless they're below -5.0.
(EDIT: made slightly clearer)

- Flag players who kill unlawfully (that is, to make a kill in low-sec without any returning fire) for the next 12 hours. Those who are flagged are free game to everyone with a sec status above 1.0, with the side possibility of longer times associated with higher sec status. The overview would be modified so that players are aware of whom has killrights (both public and personal) on them.

- Extended killrights again, depending on your security status. If you're 0.0, you would have the current month to exact your revenge. However, this could be extended by a month for every additional 1.0 security the victim had at the time of their death, allowing killrights to last as long as half a year.

..and about those Bounties..

- Bounties that negate Insurance payouts. Imagine you have 100mil Bounty on your head, and you're flying a Dominix with no insurance when somebody does the kind act of placing a few too many Torpedos on your naked space-whale of a hull.
You would normally recieve around 25mil when you pop, however what I propose is for this figure to be subtracted from your Bounty and be granted to the person who dealt the most damage within the last 60 seconds. This way, it couldn't be exploited by shooting yourself lots before an engagement, or delibaretely shooting your corpmate as they're going down in order to claim the final blow and thus, bounty (if it were to work like that) It would also mean that placing a Bounty on someone was meaningful, as it would lessen their future insurance payouts.

- Maximum Bounty depending on your Security status. Starting at -1.0, you can have 100mil placed on your head in the period of a month, and this would increase by 100mil for every 1.0 you lose, meaning you could have upto 1Bil placed on you every month if you were -10. (for example).

- Bounty decreases over time by 0.25% per day if you're above -5.0. Once you raise your sec to 0.0 or higher. your bounty would decrease by 1% per day, with every additional 1.0 sec you had increasing this by a further 1% (meaning if you managed to get to 5.0, you would be losing 6% of your bounty every day) This is to compensate for the harsh nature of Bounties affecting Insurance.

Finally-

- Security Status would gradually start to increase by 1% per day if you make no unlawful empire kills in 7 days. Other activities such as Mining, Manufactuering, Research, Invention and Trading would also have a slight positive impact on your Security Status. This is to compensate for the increased usefulness of Security Status, as the only current way of increasing it is via NPCing

That's it. Not too much I hope, just ideas I wanted to throw out that, IMO, would seriously encourage and reward the fighting of Piracy in a way that hopefully makes the game much more fun and intense for everybody. Pirates will get more targets, Antipirates will actually be rewarded and Industrials will have more ships to sell. What's there not to love? Very Happy

All thoughts, comments, critism and flames welcome Shocked

ghosttr
Amarr
ARK-CORP
Intrepid Crossing
Posted - 2008.02.27 07:13:00 - [3]
 

And heres the original Very Happy

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 07:23:00 - [4]
 

Edited by: Rawr Cristina on 27/02/2008 07:24:16
Originally by: ghosttr
And heres the original Very Happy


I have to admit I'd never read that. Now I feel stupid Embarassed
Then again, at least someone agrees with me Razz

Deej Montana
Caldari
Outbound Flight
Posted - 2008.02.27 07:44:00 - [5]
 

A lot of good ideas in your post Cristina. Civil, thoughtful and well-reasoned; so much so that I almost forgot that they were posted in the Eve forums where vitriol, hyperbole and rudeness reign supreme. I applaud your ideas (and apparently ghosttr's as well).

/signed

Ghreymar LaNayeur
Pariah Corp
Posted - 2008.02.27 08:57:00 - [6]
 

I dont think any of that would work...

making bounties negate insurance just increases the incentives for pirates to pod themselves for bounties. every pirate would now just keep an implant-free jump clone to jump to every time they get a bounty, or aren't particularily worried about the insurance payout anyways (many old pirates are very rich). this would also just lead to people griefing pirates with 10k isk bounties, just to keep them docked up.

the only real way to tackle the pirate problem is for PLAYERS to band together and form MORE anti-pirate corps, or to increase the incentives to protect space in low-sec

for example, there was a 'governor' idea, whereby players could gain limited soveirgnty over low-sec systems. if you increased the incentive to capture and hold low-sec systems, you would not only give the pirates more people to shoot at, but increase the number of people willing to shoot back at the pirates.

things like player-ownable stations, a black market system that could provide profit opportunities for those venturing into low-sec, better asteroids in low-sec belts, and other such ideas would bring more people into low sec, who would all be more willing to keep their investments safe.



player ownable stations is definately my favourite. If lowsec stations could be controlled by players, allowing them control over tax rate/collection, it might be a valuable tool into increasing the risk-reward of lowsec. If a bunch of industrial corps banded together to take control of a low-sec system to sell/manufacture their goods free of charge, they might be willing to hire mercenaries or train up their own police force to keep the pirates at bay.

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 09:08:00 - [7]
 

Edited by: Rawr Cristina on 27/02/2008 09:17:34
Originally by: Ghreymar LaNayeur
I dont think any of that would work...

making bounties negate insurance just increases the incentives for pirates to pod themselves for bounties. every pirate would now just keep an implant-free jump clone to jump to every time they get a bounty, or aren't particularily worried about the insurance payout anyways (many old pirates are very rich). this would also just lead to people griefing pirates with 10k isk bounties, just to keep them docked up.


Sorry, I meant with the Bounty system that it would replace the current Pod-kill entirely, since the two systems wouldn't be able to work together for exactly those reasons.
It would only be possible to reduce your bounty by losing ships or grinding sec up and waiting a long time.

Your ideas for incentives to protect in low-sec might work, too, but by themselves I fear they won't do anything, especially since many people prefer not being tied to a particular area, but rather roam as they wish.

Lil'Red Ridin'Hood
Evolution
IT Alliance
Posted - 2008.02.27 10:38:00 - [8]
 

I like your idea, it is fairly straight forward and not too complicated.

Unfortunately, it doesn't seem like there's much support for introducing a viable bounty hunter profession. I'd love to see it happen, though, just to give low-sec another bit of flavor by introducing the other side of the piracy spectrum.

I have submitted a suggestion about a month ago that has similiar points (here, if you're interested), but there hasn't been much support. This one has been based on selling killrights instead of the current bounties where the buyers of those rights don't take security hits when engaging the target.

It seems that too few really care about introducing the bounty hunter, though. I'd love to hear CCP's stance on this, but so far they haven't commented on any suggestion going in that direction.

Stakhanov
Metafarmers
MeatSausage EXPRESS
Posted - 2008.02.27 16:09:00 - [9]
 

Good analysis , often suggested and unworkable solutions.

Messing with insurance would be a huge nerf to piracy (this goes for highsec ganking as well) and gratuitous discrimination of a lifestyle (being denied empire / free for all to shoot is fine by contrast as it is part of our choice)

"yellow" pirates will always be a problem to antipies , changing the sec threshold to shoot freely would solve nothing as they'd simply rat their sec to positive. As long as you can regain sec and lose it by small increments (if you don't pod anyone) yellow piracy remains an option. Suicide ganking is yellow piracy so it needs no nerf either.

The solution is hidden in your original post. Factional warfare is a good opportunity to reward antipiracy , as empires don't like pirates messing with their citizen. More event actors could help enforce the law in lowsec when they are contacted by reputable antipirates , possibly to send a little NPC help their way (to even the odds if antipies are willing to engage outnumbered) using LP from navy stores.
Antipirate groups succeeding in killing lots of pirates on behalf of a given empire would be offered some faction goodies if they deliver nice fraps.

Well this is theory - hoping the number of wannabes whining for their CNR because they killed a flashy rifter isn't going out ot hand... as you say , we need better antipirates first Razz

Stephannus Calimben
Posted - 2008.02.27 18:08:00 - [10]
 

i think your idea about bounties actually has some promise. if a bounty was on your ship instead (which makes sense since pod pilots never die anyways...).

my only complaint is that you made it a little too complicated. Just pay out the bounty to whoever got the killing blow, like you would with a regular bounty, and subtract that from the total bounty amount. I even think you could keep the old bounty system (so if you pod them, the full amount left over is paid out to you too).

this way, it creates a real incentive for bounty hunters since collecting bounties is alot easier, and you're not taking away a decent portion of my income earned by smartbombing other pilots who decide to travel through our system in a shuttle :P





i also fully agree with ghreymar's system for incentives. player owned starbases in low-sec would be totally badass, and entice alot more people into lowsec. the total lawlessness of lowsec should be a festering hive of despicable transactions (slavery, prostitution, drugs, illegal weapons, and more). i'd go so far as to say that it makes more sense, fluff wise, to have all high level missions in lowsec, and make it illegal to buy/sell pirate gear (faction, officer, deadspace) in highsec.

push all that into lowsec, combined with limited soveirgnty and the some reward incentives for players to protect those who come into their space from piracy, and you might have a lowsec that isnt frequented by only a tiny fraction of the population. they could use a combination of paid mercenaries, and bounty-hunting freelancers to protect their space by using the funds gained from taxes/service fees to pay mercenaries and put bounties on known pilots.

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 18:26:00 - [11]
 

Originally by: Stakhanov
Messing with insurance would be a huge nerf to piracy (this goes for highsec ganking as well) and gratuitous discrimination of a lifestyle (being denied empire / free for all to shoot is fine by contrast as it is part of our choice)


I wouldn't say it's THAT much of a nerf seeing that it would only come into effect if they had a Bounty on them, meaning people will have to burn their own wallets in order to place a substantial bounty on anyone - One which they'll never get back.

I guess the concern is that someone who grinds missions all day long is going to be many times richer than someone who pretty much does nothing but PvP and is thus almost constantly broke - which is understandable.

Perhaps take a much smaller percentage of the Insurance payout (25% max, so uninsured Dominix kill would only grant 6.5mil), rather than all of it? That way, the Pirate isn't hit nearly as hard but there's still some element of reward for killing them (thus encouraging people to actively hunt for them still). It's the only way I can see the bounty system working, IMO.

Quote:
"yellow" pirates will always be a problem to antipies , changing the sec threshold to shoot freely would solve nothing as they'd simply rat their sec to positive. As long as you can regain sec and lose it by small increments (if you don't pod anyone) yellow piracy remains an option. Suicide ganking is yellow piracy so it needs no nerf either.


I think the main issue is the loss of Sec Status for people who attacked them, rather than CONCORD/Sentry gun responses. I don't mind the fact that Antipies get shot by Sentries/whatnot when they shoot yellow pirates, I just don't think it makes sense for them to lose sec in the process. With such a change, Yellow pirates and suicide gankers would still have the protection they do now - just it makes more sense to shoot them since any consequences are going to be very temporary.

Quote:
The solution is hidden in your original post. Factional warfare is a good opportunity to reward antipiracy , as empires don't like pirates messing with their citizen. More event actors could help enforce the law in lowsec when they are contacted by reputable antipirates , possibly to send a little NPC help their way (to even the odds if antipies are willing to engage outnumbered) using LP from navy stores.
Antipirate groups succeeding in killing lots of pirates on behalf of a given empire would be offered some faction goodies if they deliver nice fraps.


I AM looking forward to factional warfare, but I'm not sure that computer-generated "Missions" to kill Pirates are really a good idea due to the kind of exploit potential it would have. NPC help might work, so long as it's not too much (Actually, I was always confused as to why Pirate NPCs shot you even when you were in good standings - It would be interesting if getting high standings for a Pirate faction could earn you a small level of protection, even)

If that makes sense...

Isiskhan
Gnostic Misanthropy
Posted - 2008.02.27 20:38:00 - [12]
 

I think your ideas regarding security status and flagging / extending killrights are completely spot-on.

Speaking from my own point of view, there are two reasons why I'm increasingly demotivated to go hunting with my PVP alt on low-sec (and by this I don't mean gate-camping: I'd rather sit and watch paint dry than mind-numbingly stand by a gate for hours waiting for something to pass by). One is of course the lack of targets and having to spend a few hours jumping system after system looking for something to shoot - which is the problem we're trying to address here.

The second is precisely that I'm concerned about getting my alt's sec-status below -5 and then having to go grind belt-rats in 0.0 to get it back up. I have fun going down there once in a while to probe and run complexes and profession sites. And I do belt-rat a little sometimes if I need some quick and easy cash. But I dread at the thought of having to do that endlessly just so I can hunt pirates in low-sec while still being able to go back to high-sec and do something else.

The risk / reward for pirates is indeed way off balance, and low-sec will remain severely under-populated as long as this doesn't change. If someone chooses to reap the potentially large benefits of gate-camping / probing mission runners / hi-sec suicide-ganking, they should also put up with the increased risks of their activities as they become attractive targets to others who would like some PVP action but not interested in piracy or having to go afterwards to 0.0 and mindlessly grind belt-rats. And I believe the changes you propose would significantly take things along in that direction. Make pirates deal with real consequences to their (potentially largely profitable) actions, while at same time having bounty-hunters take advantage of the situation.

As to the bounty system changes, the idea of linking them to ships and insurance is also very good. But I would propose something different so as to avoid pirates collecting it themselves with an alt or a friend.

What I would do is make the pay out of the bounty a function on the ship insurance, in the sense that the latter is the limit for the payout (for instance, the relation could be different). That is, if someone has a 25m bounty on their head, popping them on a shuttle would only decrease it by a couple thousand, whereas popping them on a Domi would remove it completely. And as you propose, the insurance they get is reduced by the bounty pay-out, and thus, they would only get some insurance (as well as completely removing their bounty) if they were popped flying a ship whose basic insurance is larger than the bounty.

This mechanism would also mean that a bounty-hunter popping a Rifter with a 25m bounty, would get a significantly smaller amount than the full bounty, which has the downside of making it less attractive of a target (in terms of ISK only, no in terms of fun), but on the other hand it would make it fairer (the larger the ship, the larger the bounty share you get), un-exploitable, and since the bounty has not been eliminated - only reduced - more bounty-hunters could get on the fun as long as the pirate is only risking it with cheap ships.

I wouldn't make it that whoever popped them / dealt the most damage would get the insurance reduction on top of the bounty, though. I understand your reasoning in trying to motivate bounty-hunters even further with that added bonus, but the problem I see is that it could be abused by getting a friend / alt to pop the ship and collect the insurance money (plus bounty) themselves after all.

Stephannus Calimben
Posted - 2008.02.27 21:23:00 - [13]
 

i think alot of people have a grossly unrealistic view of the kind of profits to be had pirating.

you see, when we're sitting on a gate we have to deal with a constant, rotating raw 350ish dps, meaning that we either have to passive tank (no damage) or constantly burn cap boosters. Not to mention that any ship that comes along has an instant 350dps assistance in taking us down.

And since there ARE currently roaming gangs of antipirates/other pirates/bored pvpers, we either have to blob up or stay constantly on edge.

the basic outcome is that we end up with 5-10 people on gate, with additional people running scouts. on a good day we'll see 10-20 ships come through in an hour. most of those ships are t1 garbage fitted, and while others are full t2 fit 50% of loot drops (murphys law, only the garbage loot drops).


the end result is that we get around 200-300 mill in loot and pod ransoms for a good gatecamp (around 2-4 hours).
THIS NOW HAS TO BE SPLIT UP BETWEEN FIVE TO TWENTY PEOPLE

so we end up with less than 40 mill each for 4 hours of work, and if even one of us lost a ship we get half that.


highsec ganking is the same, sometimes you can get a bill within the first 10 minutes you're on the gate. sometimes you will kill 5 or 6 ships (you have to wait for GCC to finish after every attempt) and either BPCs dropped instead of BPOs, or everything was destroyed.


piracy is probably amongst the most profitable pvp professions. however the only OTHER pvp professions are alliance pvp (supported by ratting), and mercenary work (which most pirate corps do anyways). ratting nets you guaranteed money, at little to no risk, and is much more profitable. i personally support myself through empire trading alts. many pirates can only afford 1 account and can barely replace each battleship they lose.




so to all you idiots who think pirating has some kind of crazy reward-risk ratio, it doesn't. theres little risk because we know the odds are stacked against us and avoid fights we can't win. piracy doesn't need a nerf, the people we shoot at need a buff.

what has f'ed up risk-reward is mining, trading, manufacturing, mission running, and ratting. We've already been nerfed to hell leave us alone.

Pantaloon McPants
Posted - 2008.02.27 23:19:00 - [14]
 

My idea was instead of getting paid to kill someone why not paid to keep someone safe, like a contract to a individual/group that they get a % of the income i make in the next 1-2hrs in xyz system unless i die. The better you or your outfit are at keeping people alive the more contracts you get and the more renowned you become (all the crap that give pirates a hardon basically).

You could also encourage the community aspect of it, like a neat logo/website/forum or eve chat room to gather contracts & intel on the latest camped systems.

I had a whole bunch ideas, but what it really all boiled down to was it was just easier to make low sec into 0.0 and be done with it :)




Stakhanov
Metafarmers
MeatSausage EXPRESS
Posted - 2008.02.27 23:40:00 - [15]
 

Originally by: Rawr Cristina
I AM looking forward to factional warfare, but I'm not sure that computer-generated "Missions" to kill Pirates are really a good idea due to the kind of exploit potential it would have. NPC help might work, so long as it's not too much (Actually, I was always confused as to why Pirate NPCs shot you even when you were in good standings - It would be interesting if getting high standings for a Pirate faction could earn you a small level of protection, even)

If that makes sense...


Not automatically generated , no. Just saying that CCP could recruit a good number of ISD volunteers as part of the Aurora team to interact with players on a regular basis.
Which ensures that real piratey types can side with pirate factions and vigilantes can work for any of the empires (the current mission system is NOT what I call roleplay)

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 23:58:00 - [16]
 

Edited by: Rawr Cristina on 27/02/2008 23:59:16
DP

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.27 23:59:00 - [17]
 

Edited by: Rawr Cristina on 28/02/2008 00:16:33
Originally by: Stephannus Calimben

so to all you idiots who think pirating has some kind of crazy reward-risk ratio, it doesn't. theres little risk because we know the odds are stacked against us and avoid fights we can't win. piracy doesn't need a nerf, the people we shoot at need a buff.

what has f'ed up risk-reward is mining, trading, manufacturing, mission running, and ratting. We've already been nerfed to hell leave us alone.


I'm not sure what you're trying to say? I never argued otherwise. Please stop assuming I'm some sort of empire-hugging carebear who's only desire is for Piracy to be hit with the nerfbat, because I can assure you that isn't the case. I AM a former pirate and the LAST thing I'd want to see is for it to die to some horrible nerf to the ability to catch prey.

Most people going through low-sec either evade Pirates altogether or die cluelessly, often only to get upset about it and suggest things like CONCORD in Low-sec Neutral Very few parties actively hunt for Pirates because there simply isn't the incentive to do so.

I believe that introducing incentives for PvPers to stay on the 'Good' side of the law, to sacrifice juicy targets in exchange for Pirate bounties, would bring a great deal of extra flavour to Low-sec and allow currently stagnated playstyles to Flourish. Piracy would also be granted a whole host of PvP oppurtunities as more and more people are trying to kill them - Which is only a good thing, surely?

Ard UnjiiGo
Meatshield Bastards
Posted - 2008.02.28 01:31:00 - [18]
 

Edited by: Ard UnjiiGo on 28/02/2008 01:37:06

Interesting ideas. As an admittedly "young" pirate one of the questions that immediately comes to mind as antipies struggle with "yellow" pirates (an apt name Wink) is: "Isn't there a mechanism already in place for them? War decs are used by some antipie corps to eliminate the sentry/station-fire agro and sec hit when trying to catch them don't they? "

This subgroup of "pirates" stays yellow to conduct high sec war decs themselves often as not. Use the same mechanism against them more often. The need for changes based on this group doesn't really make sense for me since a perfectly usable tool already exists.

Rawr Cristina
Caldari
Naqam
Posted - 2008.02.28 02:04:00 - [19]
 

Originally by: Ard UnjiiGo
Isn't there a mechanism already in place for them? War decs are used by some antipie corps to eliminate the sentry/station-fire agro and sec hit when trying to catch them don't they?


Yes and No.

War Decs cost money, take time to come into effect and above all are only limited to a specific entity. It's a system suited much more for Mercs and Corp/Alliances at war in Empire space.

It DOES have applications for Antipiracy, particually in cases where the majority of local pirates are in the same corp/alliance, but if some Pirates you've never seen around before suddenly enter local they arn't exactly going to wait 24 hours for you to Wardec them - More than likely they'll disappear within an hour or so and you'll probably never see them again.

In short, It's a cumbersome system that, whilst far from useless, dosen't meet the rapidly-changing needs of antipirates operating in many areas of Low-sec.

I think many antipies are more than willing to take the Sentry fire from attacking yellow pies (which I guess could be an advantage to roaming Pirates that don't stick around to get wardecced), just not the Sec hit which they currently do, IMO.

Somnolik
Caldari
Corporation of the Month
Posted - 2008.02.29 02:19:00 - [20]
 

Edited by: Somnolik on 02/03/2008 19:14:50
The changes Cristina suggested would be a huge enhancement to the game.
/signed

Id' like to add that I read about another approach i also find quite intriguing, though it doesn't deal with bounties directly.

It basically allows you to freely attack players with a security status of (-5.0 + (your secstatus / 2)), so if you've got a sec status of +4.0 you could hunt down yellow pirates up to -3.0.
Players with a security rating high enough to shoot you in high sec could be flashing blue in the overview, so this would establish The Flashy Blue Antipirate as a counterpart to The Flashy Red Pirate.

These ideas (along with some others worth reading) originate from the thread right here.

Thanat Ithos
Posted - 2008.02.29 09:38:00 - [21]
 

only a few thoughts form my side: Imí not sure about bounty hunting so if Iím calling nonsense please forgive..:))).

Hm, bounty hunters Ė could be a interesting profession, but a few point need to be clarified first.
Is it today also allowed to hunt guys with a reward on the head at high sec? Iím not sure. If not. So one step into the direction of bounty hunting as profession could be: a bounty hunter has to buy from concord and/or the empires charts which allow him also to hunt bounties at empires and high sec. This way itís not only limited to low sec or 0.0. A guy with a bounty on his head can be hunted everywhere. The bounty hunter on the other side becomes a licensed bounty hunter.

Rewards and motivation. Bounties are called out by one player to other players. Are there also bounties from concord on players? On step could be f.e. for every million bounty a guy has on his head coming from players, concord gives another million from this side, because the special guys seems to be a dangerous criminal and concord donít want them at empire controlled space. This way the bounty will rise drastically and also it makes bounty hunting more profitable.

Rewards two: Licensed bounty hunters getting LPs and faction standing to concord. First of them giving them access to a new created LP store of concord where can be special equipment (faction items from concord) can be bought Ė which should support bounty hunters in the work.

An interaction with npcís should be possible. F.e. by talking with agents at local systems you can get a list of guys with reward on the heads, which had visited this system last and which way they leaved. The better the standings of the bounty hunter to the agents faction the more detailed are the informations.

Tracings. Only one idea. If a bounty hunter if in fight with a pirate of a guy with bounty on his head, but the rewared can escape one technical device like a mix between rocketlauncher and probe can eject a tracing device which will dock on the rewarded ship and alwos the bounty hunter to locate the guys via starmap (work only if the bounty hunter has equipped the module at his own ship).

Lil'Red Ridin'Hood
Evolution
IT Alliance
Posted - 2008.02.29 13:08:00 - [22]
 

Originally by: Thanat Ithos
Is it today also allowed to hunt guys with a reward on the head at high sec? Iím not sure.

Not by default. They have to be flashy (-5.0 or recently engaged in criminal act), or a valid war target.

Originally by: Thanat Ithos
On step could be f.e. for every million bounty a guy has on his head coming from players, concord gives another million from this side, because the special guys seems to be a dangerous criminal and concord donít want them at empire controlled space. This way the bounty will rise drastically and also it makes bounty hunting more profitable.

This is a bad idea. It's like a "double my wallet for free" card. Place your wallet on an alt's head, concord doubles up, you shoot the alt - ka-ching.
In general, it doesn't seem the bounty amounts' fault that we don't have hunters, it's the fact that they have to take sec hits to hunt yellow pirates' bounties.

voidvim
Minmatar
Genco
Curatores Veritatis Alliance
Posted - 2008.02.29 15:57:00 - [23]
 

The changes Christina suggested would be a huge enhancement to the game.
/signed

Rawr Cristina
Caldari
Naqam
Posted - 2008.03.01 01:45:00 - [24]
 

Spell my name properly please Razz

Oh, that thought about a Tracking Device - IMO It's great but it'd completely change the dynamics of PvP everywhere, not just in Low-sec. Would need a VERY in-depth look at.


 

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